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                                                Scenarios
                      In this, the third instalment of Empire in Flames,
                      we have some new scenarios exclusive to the
                                                                           Scenarios
                                                                           Use these Scenario tables instead of the one on page
                      Empire wilderness setting. Some of these
                                                                           126 of the rulebook. There is a separate table for
                      scenarios specify the use of both mounted
                                                                           multi-player scenarios. As usual, the winner of a
                      models and new models specific to the Empire in
                                                                           scenario gets to roll one more Exploration dice than
                      Flames setting.
                                                                           normal. Roll 2D6 to determine which scenario to
                                                                           play. Obviously, terrain should be set up that should
                                                                           reflect the wilderness nature of Empire in Flames
                                                                           (see the new Empire in Flames scenarios for an idea
                                                                           of what sort of terrain to set up).
                                                                           TWO-PLAYER SCENARIOS
                                                                           2D6 Result
                                                                             2 The warband with the lower rating
                                                                               chooses the scenario.
                                                                             3 Breakthrough
                                                                             4 The Thing in the Woods
                                                                             5 Wyrdstone Hunt
                                                                             6 Skirmish
                                                                             7 Stagecoach Ambush
                                                                             8 Bounty Hunting
                                                                             9 Lost in the Bogs
                                                                            10 Surprise Attack
                                                                            11 Chance Encounter
                                                                            12 The warband with the lower rating
                                                                               chooses the scenario.
                                                                           MULTI-PLAYER SCENARIOS
                                                                           2D6 Result
                                                                             2 The warband with the lower rating
                                                                               chooses the scenario.
                                                                             3 The Lost Prince
                                                                               (Mordheim 2002 Annual, p30 or on
                                                                               Mordheim website)
                                                                             4 Monster Hunt
                                                                               (Mordheim 2002 Annual, p33 or on
                                                                               Mordheim website)
                                                                             5 Treasure Hunt
                                                                               (Mordheim 2002 Annual, p29 or on
                                                                               Mordheim website)
                                                                             6 Street Brawl
                                                                               (Mordheim 2002 Annual, p29 or on
                                                                               Mordheim website)
                                                                             7 Stagecoach Ambush
                                                                             8 Bounty Hunting
                                                                             9 Lost in the Bogs
                                                                            10 The Thing in the Woods
                                                                            11 Ambush! (Mordheim 2002 Annual, p32 or
                                                                               on Mordheim website)
                                                                            12 The warband with the lower rating
                                                                               chooses the scenario.
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                                      Bounty Hunting
     Your warband has tracked a notorious band of           Set-up
     outlaws to their lair, hoping to turn them in to       All players roll a D6 to see who deploys first,
     the authorities and collect the reward on their        with the player rolling highest choosing a table
     heads. Unfortunately, it appears that another          edge and setting up first. If there are two
     band of would-be bounty hunters is hot on their        players, then the next player sets up on the
     trail as well…                                         opposite board edge. If there are more than
                                                            two players, the remaining players choose sides
     Terrain                                                and set up their warbands based on the order of
     Each player takes it in turn to place a piece of
                                                            their dice rolls, highest to lowest. A player must
     terrain, either a building, set of hedges or walls,
                                                            set up his warband within 8" of his table edge,
     hill, section of forest, section of swamp, river or
                                                            but not within 4" of a side edge, and not within
     stream, or similar item or terrain appropriate for
                                                            10" of another player’s warband. Keep in mind
     Empire in Flames. There should be a large
                                                            that more than four players should be
     building in the centre of the table to represent
                                                            accommodated with a larger battlefield than
     the bandits’ hideout.
                                                            normal (see the ‘Chaos in the Streets’ article on
     Sprcial Rule                                           multi-player games in the Mordheim 2002
     The bandits are inside their lair, and they aren’t     Annual, page 26).
     real anxious to be caught! At the end of each
     game turn, D6 crossbow bolts shoot out of the
                                                            Starting the Game
                                                            Each player rolls a D6 to determine who goes
     doors and windows of the hideout at the nearest
                                                            first. Play proceeds clockwise around the table
     warband members (they’re not particular about
                                                            (based on where players placed their warbands)
     which warbands they shoot at!). Each bolt will be
                                                            from there.
     directed at a different target if possible. Crossbow
     bolts are fired with a BS of 3, modified by range      Ending the Game
     and cover as normal (and, of course, the guys          The game ends when all warbands but one have
     inside must be able to trace a line of sight from a    failed their Rout test. Warbands which rout
     door or window to the warband member).                 automatically lose. If one or more warbands have
     Warband members may not enter the building             allied when the other warbands have all routed,
     until the scenario is over.                            they may choose to share the victory and end the
                                                            game, or they may continue the game until one
                                                            warband is victorious.
                                                            As soon as there is a clear winner, the bandits give
                                                            up. They may be turned in to the authorities for
                                                            5+1D6 GC per head (roll separately for each
                                                            bandit), and there are 6+1 bandits per warband
                                                            involved in the game holed up in the hideout (so
                                                            if four warbands take part in the game, there are
                                                            10 bandits in the hideout). The winning
                                                            warband also captures the bandits’ equipment
                                                            (6 crossbows, D3 swords, 2D6 daggers, and a
                                                            bunch of wormy rations that are worth nothing).

                                                            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(s) gains +1 Experience.
                                                            +1 Per Enemy Out of Action. Any Hero earns
                                                             +1 Experience for each enemy he puts out of
                                                               action.
                                                                +1 Scratched by the Bandits. Any Hero
                                                                 who gets wounded by a bandit crossbow
                                                                   but not taken out of action gains +1
                                                                    Experience.




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                                                         Stagecoach Ambush




                          The roads of the Empire are very dangerous and      the warband, and must also be facing this
                          teeming with all manner of bandits, Beastmen        direction. Up to 50% of the attacking warband
                          and mutants. A warband has been paid to             may be set-up in hiding anywhere on the
                          protect the local stage on a dangerous road to      battlefield but no closer than 18" to any of the
                          the next coaching inn. A rival warband is laying    defending warband. The rest of the attacking
                          in wait to ambush the stage on a particularly       warband is set up 24" behind the defenders
                          secluded part of the route. When the stage and      facing in the same direction – this part of the
                          its outriders turn a corner in the road the         attacking warband must all be mounted.
                          ambush is sprung and the chase is on!
                                                                              Special rules
                          Terrain                                             The stage comes with its own driver (use the
                          Each player takes it in turn to place a piece of    Muleskinner from ‘Blazing Saddles’ in the
                           terrain, either a stand of trees, a length of      Mordheim 2002 Annual and replace his skills
                            hedgerow or a small rocky outcrop. There must     with Ride and Drive Cart and his whip with a
                           be a distinct road marked on the battlefield for   blunderbuss). For this scenario alone, the driver
                          the coach to follow. Both players should roll a     counts as an additional member of the warband.
                          D6. The highest scoring player may place the
                                                                              In addition, the defending warband is loaned
                          piece of terrain anywhere along the leading table
                                                                              some horses (or other applicable steeds) for the
                          edge, creating a continuous stretch of the road.
                                                                              warband members by the Imperial Stage (the
                          Set-up                                              defending player may spend up to 250GCs on
                          The defenders may use as much of their              riding beasts that must be returned at the end of
                           warband as they have mounts for. Only              the game).
                           defending warriors on the stage and warriors       A Roadwarden Hired Sword may be hired as a
                           riding on mounts may take part in the              one off for the defenders in this scenario at half
                             scenario. The defending warband is deployed      the usual cost.
                               facing the opposite short table edge and no
                                  closer than 40" of that edge, (this edge    The attackers are loaned enough horses (or
                                     represents the escape route). The        applicable alternative mounts for races that do
                                        stagecoach must be placed with        not use horses – eg. War Boars for Orcs) for their
   38                                                                         warband (the attacking player may spend up to
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        T




     400GCs on riding beasts only to be used in this         D6    Result
     scenario).                                              1-2   Steed Tiring – The steed is growing tired
     Only warbands of a good alignment may protect                 – if the rider applies the spurs next turn
     the stage (ie. Human Mercenaries, Elves, Dwarfs,              you must halve the score rounding
     etc) you cannot have a Possessed warband                      fractions up.
     protecting the Imperial Stage! You can however,         3-4   Rider Shaken – Due to the mount’s
     adapt this scenario if only evil warbands are                 speed the rider is thrown all over the
     taking part and have an evil warband protecting               place and may not apply the spurs next
     the Carnival of Chaos Plague Cart from attack                 turn as he recovers his composure.
     (you will have to wait for a later issue as this is a   5-6   Out of control – Make a roll on the Whoa
     warband exclusive to Empire in Flames!)                       Boy! table from ‘Blazing Saddles’ in the
     A Highwayman Hired Sword may be hired as a                    Mordheim 2002 Annual.
     one off for the attackers in this scenario at half
     the usual cost.
                                                             Ending the Game
                                                             The battle ends when one warband fails a Rout
     The Chase – This is a special rule that only            test or the stagecoach leaves the table by the
     applies to riding mounts and for this scenario          opposite edge it was facing when the game
     only. Mounted warriors may always leave close           started. Any warband which routs, loses
     combat in their Movement phase if they desire           automatically.
     and because they are mounted are not
     automatically hit by their enemies (this allows         Experience
     the scenario to move along at pace and not to get       +1 Survives. If any Hero or Henchman group
     too bogged down in fighting).                           survives the battle then they gain +1 Experience.
                                                             +1 Winning Leader. The leader of the winning
     Dwarf Ingenuity – If the attacking warband is
                                                             warband gains +1 Experience.
     Dwarf Treasure Hunters then they are allowed to
     place a barricade across the road no closer than        +1 Per enemy out of action. Any Hero earns
     18" to the stagecoach. This makes up for the fact       +1 Experience for each enemy he puts out of
     that the short guys cannot ride mounts. If the          action.
     defending warband is Dwarf Treasure Hunters             +1 Destroying the Stagecoach. If a Hero in the
     then they are allowed to take a wagon in                attacking warband destroys the stagecoach he
     additional to the stagecoach for their warriors to      earns +1 Experience.
     ride upon.                                              +2 Capturing the Stagecoach. If a Hero in the
     Applying the Spurs! – This is a special rule that       attacking warband captures the stagecoach intact
     only applies to riding mounts and for this              he earns +2 Experience.
     scenario only. A rider may apply the spurs to his       +2 Stagecoach escapes. If the stagecoach
     mount to make it move faster in a similar way           manages to survive and leaves the battlefield
     that applying the lash works with the stagecoach.       in the hands of the defending warband the
     A rider may not charge and apply the spurs in the       leader gains +2 Experience.
     same turn. Roll a D6 and add this amount to the
     rider’s move. If a 1 is rolled roll on the table
     opposite:
                                                                                                                 39
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                                                       Lost In The Bogs!




                          One of the warbands has become lost in the            and set up their warbands based on the order
                          bogs and separated (obviously a change in             of their dice rolls, highest to lowest. A player
                          leadership is required!). As they call to each        must set up his warband within 8" of his table
                          other to try to link back up, other warriors hear     edge, but not within 4" of a side edge. Keep in
                          them and decide to take advantage of their            mind that more than four players setting up on
                          plight…                                               table edges should be accommodated with a
                                                                                larger battlefield than normal (see the ‘Chaos in
                          Terrain                                               the Streets’ article on multi-player games in the
                          Each player takes it in turn to place a piece of      Mordheim 2002 Annual, page 26).
                          terrain, either a building, set of hedges or walls,
                          hill, section of forest, section of swamp, river or   Starting the Game
                          stream, or similar item or terrain appropriate        Each player rolls a D6 to determine who goes
                          for Empire in Flames. At least half of the terrain    first. Play proceeds clockwise around the table
                          placed should be sections of swamp or marshy          (based on where players placed their warbands)
                          ground.                                               from there. The lost warband automatically
                                                                                goes last.
                          Special Rules
                            The warband with the highest rating is the one      Ending the Game
                            that got lost. That player places each of his       The game ends when all warbands but one have
                           warband members on the board, not within             failed their Rout test. Warbands which rout
                          10" of a table edge, and not within 6" of each        automatically lose. If one or more warbands
                          other. After that warband is placed, any other        have allied when the other warbands have all
                          warbands set up their warbands as noted under         routed, they may choose to share the victory
                          ‘Set-up’, below.                                      and end the game, or they may continue the
                                                                                game until one warband is victorious.
                          Set-up
                           After the lost warband has been placed, any          Experience
                            remaining players roll a D6 to see who              +1 Survives. If a Hero or Henchman group
                            deploys first, with the player rolling highest      survives the battle they gain +1 Experience.
                            choosing a table edge and setting up first. If
                                                                                +1 Winning Leader. The leader of the winning
                              there are two players who are not lost, then
                                                                                warband(s) gains +1 Experience.
                                 the next player sets up on the opposite
                                    board edge. If there are more than          +1 Per Enemy Out of Action. Any Hero earns
                                       two players who are not lost, the        +1 Experience for each enemy he puts out of
   40                                      remaining players choose sides       action.
EMP_FLA_36_48   22/1/04   8:49 am   Page 41




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                                              The Thing in The Woods
                     Your warband is travelling to the next town when        with the player rolling highest choosing a table
                     suddenly you notice that the woods you have             edge and setting up first. If there are two players,
                     been walking through have taken on a distinctly         then the next player sets up on the opposite
                     more ominous feeling. The shadows are much              board edge. If there are more than two players,
                     deeper here, and strange sounds may be heard.           the remaining players choose sides and set up
                     Some of your warriors report seeing something           their warbands based on the order of their dice
                     moving just out of sight as well. You had heard         rolls, highest to lowest. A player must set up his
                     rumours about the woods in this area of the             warband within 8" of his table edge, but not
                     Empire being haunted by malevolent spirits and          within 4" of a side edge, and not within 10" of
                     creatures of the night, but you dismissed them as       another player’s warband. Keep in mind that
                     old wives’ tales, until now. Then a piercing howl       more than four players should be accommodated
                     breaks the silence…                                     with a larger battlefield than normal (see the
                                                                             ‘Chaos in the Streets’ article on multi-player
                     Terrain                                                 games in the Mordheim 2002 Annual, page 26).
                     Each player takes it in turn to place a piece of
                       terrain, either a building, set of hedges or walls,
                       hill, section of forest, section of swamp, river or
                      stream, or similar item or terrain appropriate for
                     Empire in Flames. At least half of the terrain pieces
                     placed should be sections of woods.

                     Special Rules
                     Fear of the Dark – These woods are seriously
                     rattling the warbands. Any warband member in a
                     Wood section must take an All Alone test every
                      turn (even if there are other friendly warband
                      members nearby). Failure means that the
                     warband member flees 2D6" toward the
                     nearest table edge (warband members who
                     flee off the board are out of the game, though
                      they will not have to roll for Serious Injury
                       after the battle).
                        Thing in the Woods – There is one Thing
                       in the Woods for every warband involved
                      in the game (so a two-player game would
                     have two Things, a four-player game would
                      have four, etc). The Things are placed
                      within randomly selected forest sections
                     and start the game hidden. At the end of
                     every game turn (after all players have
                     taken their turns), there is a special
                        ‘Thing turn’.
                           A Thing will automatically charge
                           any warband member that strays
                            into its charge range. Otherwise,
                            they move 2D6" in a random
                           direction unless there is another
                          forest section within range in
                          which case they will always move
                          into that. Just like any other player,
                          the Things have their own hand-to-
                          hand Combat phase, and a warrior
                           who is engaged in close combat with
                            a Thing will fight during his turn
                             and the Thing’s turn, just as if it
                             were engaged with a warrior
                              from another warband.

                                Set-up
                                   All players roll a D6
                                       to    see     who
   42
                                          deploys first,
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     Starting the Game                                or they may continue the game until one
     The players each roll a D6 to determine who      warband is victorious.
     goes first. Play proceeds clockwise around the
     table (based on where players placed their
                                                      Experience
                                                      +1 Survives. If a Hero or Henchman group
     warbands) from there.
                                                      survives the battle they gain +1 Experience.
     Ending the Game                                  +1 Winning Leader. The leader of the winning
     The game ends when all warbands but one          warband(s) gains +1 Experience.
     have failed their Rout test. Warbands which      +1 Per Enemy Out of Action. Any Hero earns
     rout automatically lose. If one or more          +1 Experience for each enemy he puts out of
         warbands have allied when the other          action.
               warbands have all routed, they may
                                                      +1 Takes a Thing in the Woods Out of Action.
                      choose to share the victory
                                                      Any Hero who takes a Thing out of action gets
                              and end the game,
                                                      +1 Experience (yes, this is cumulative for the
                                                      +1 for taking an enemy out of action!).
                                                      (Note: The rules for the Thing in the Woods can
                                                      be found on page 78.)




                                                                                                        43
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                                             The Frenzied Mob
     In the year following the comet that flattened the              Despite all of this, the rural folk of the Empire are
     hedonistic city of Mordheim, the Empire became a much           exceptionally brave, to the point of reckless insanity, and
     darker place. It is in the largely untamed wilderness of the    have an incredible sense of community. They are also very
     Empire, where hardy rural folk battle the elements and          suspicious and wary of any strangers and can treat them
     drag a living from the soil, that the most fearsome rumours     sometimes with surprising hostility.
     pervade. The farmsteaders and villagers of the Empire are a
                                                                     Woe betide any who should attempt to raid or steal from
     curious breed, somewhat backward in comparison to the
                                                                     these strange folk!
     relatively sophisticated city folk. They are a very
     superstitious lot, zealously religious they pray to the gods    Terrain
     Sigmar, Ulric and Taal for a good harvest, fertility and        Each player takes it in turn to place a piece of terrain, either
     protection from the horrors of the dark. It is also said that   a set of hedges, walls, hill, section of river, swamp, forest,
     they pray to older gods, forgotten by the folk of the cities    or other similar item. There should be D3+1 buildings
     over the centuries.                                             clustered in the centre of the battlefield to represent the
     The peasantry are gruff, poorly educated but extremely          farmstead. The battle is fought in an area roughly 4' x 4'.
     hard working folk who have little time for outsiders,
     especially those from the big cities whom they view as soft
                                                                     Set-up
                                                                     Players should roll a D6 and whoever rolls highest chooses
     and effete. They often lead short and unfulfilling lives and
                                                                     which warband goes first. This warband is deployed within
     through back breaking hard work are bent double by
                                                                     8" of any table edge the player chooses. The opponent (or
     middle age.
                                                                     opponents in the case of multi-player games) then set up
                                                                     within 8" on the opposite side.




   44
EMP_FLA_36_48    22/1/04    8:49 am     Page 45




     SPECIAL RULES                                                      Each member of the Frenzied Mob shares the same profile:
     Buildings: The following rules for buildings from TC 24
                                                                        Profile    M WS BS S T        W I     A   Ld
     should be used here – Clutter, Combat through doorways
     and stairs and such.                                                          4   2   2   3 3    1   2   1   6
     Looting a Building: Any Hero that spends an entire turn            Weapons/Armour: Members of the Frenzied Mob are
     within a building doing nothing else but stealing things that      armed with an assortment of farming tools, makeshift
     do not belong to him counts as having looted said building         weapons and flaming torches. Each model counts as being
     and may gain Experience (see below). A Hero cannot loot a          armed with a club and a flaming torch. They do not wear
     building if he is engaged in combat or the building is             armour.
     occupied. Each building may only be looted once.
                                                                        Fanatical: Because they are defending their homes, the
     The Frenzied Mob: As soon as a warrior from any warband            villagers are filled with inhuman fury. They automatically
     approaches within 8" of a building, place D3+1 Frenzied            pass any Leadership-based tests they are required to take.
     villagers outside of the building, no closer than within 5" of
     the warrior. The Frenzied Mob(s) move in their own turn,           Ending The Game:
     which takes place after all warbands have moved. Count             The game ends when all the warband have routed, bar one.
     each Frenzied Mob as a separate group of Henchmen. At              Experience
     the start of its turn, the Frenzied Mob will automatically
                                                                        +1     Survives. If a Hero or Henchman group survives
     charge any warriors that are within charge range. If there
                                                                               they gain +1 Experience.
     are no warriors within charge range, the Mob will move so
     that it is always within 5" of the building it came from (ie. If   +1     Winning leader. The leader of the winning
     a previous charge had taken it further than 5" from its                   warband gains +1 Experience.
     parent building).                                                  +1     Looting a Building. If a Hero successfully loots a
                                                                               building he receives +1 Experience.
                                                                        +1     Per Enemy Out of Action. Any Hero earns +1
                                                                               Experience for each enemy he puts out of action.




                                                                                                                             45
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                                                     Beastmen Scenarios
                          Using Beastmen Scenarios                           Starting the Game
                          If you or your opponent is using a Beastmen        Sometimes a Beastman warband strikes their
                          warband, you might like to use one of these        prey fully unaware. Other times, the prey will
                          special Beastmen scenarios.                        become aware of an ambush just before it is
                          Roll a D6 to see which scenario to fight           launched. Roll a D6 to see who has the first
                                                                             turn, though the Beastmen player gets to add
                          1-2      The Ambush
                                                                             +1 to his dice roll (unless he has a minotaur in
                          2-4      The Raid
                                                                             his warband!)
                          5-6      The Beast Hunt

                                                                             Ending the Game
                                                                             The game ends when one warband fails its
                          BeastMen Scenario One:                             Rout test. The routers automatically lose.
                          The Ambush
                          Ambushes by Beastmen warbands upon                 Experience
                          unwary travellers in the wilderness across the     +1 Survives. If a Hero or Henchman group
                          Old World are common. They strike without          survives the battle they gain +1 Experience.
                          warning, leaping from the dense and twisted
                          trees and brutally attacking those unfortunate     +1 Winning Leader. The leader of the winning
                          enough to be treading the dark forgotten paths     warband gains +1 Experience. If the Beastmen
                          of the Empire.                                     win the scenario, their leader gains an
                                                                             additional +1 Experience (so, +2), because of
                                                                             the respect he gains for leading a successful
                          Terrain                                            ambush.
                          Each player takes it in turn to place a piece of
                          terrain, either a wood, forest, swamp, rocky
                                                                             +1 Per Enemy Out of Action. Any Her earns
                          outcrop or other piece of similar terrain to
                                                                             +1 experience for each enemy he puts Out of
                          create a dense patch of wilderness. There
                                                                             Action.
                          should be a clear area about 4” wide cutting
                          through the middle of the board, from one
                          board edge to the opposite side, to represent a
                          road. The battle is fought in an area roughly 4’   BeastMen Scenario Two: The Raid
                          by 4’.                                             Beastmen often attack isolated villages and
                                                                             farms. If a village or farm suspects they will be
                          Warbands                                           raided, they may scrape together their coins to
                          The non-Beastmen warband should be set up          secure the aid of a group of mercenaries to
                          first. The warband is strung out along the road,   help defend their homes and families
                          unaware at first of the impending attack. The
                          members of this warband is placed anywhere         Terrain
                          along the road. Each warband member must be        Each player takes it in turn to place a piece of
                          placed at least 4” away from another warband       terrain, either a wood, forest, swamp, rocky
                           member. Note that no model in this warband        outcrop, fence, hedge or other piece of similar
                           is allowed to use any special deployment          terrain the village or farm in the middle of the
                            rules (like Skaven Infiltration). After the      wilderness. There should be D3+1 buildings
                            defending warband has been completely set        clustered in the centre of the battlefield to
                           up, the ambushing Beastmen warband is set         represent the village or farm. The battle is
                          up. The Beastmen are allowed to be set up          fought in an area roughly 4’ by 4’.
                          anywhere on the board that is out of sight of a
                          defender, and at least 16” away from any
                          enemy model.                                       Warbands
                                                                             The defenders are set-up first. They are placed
                                                                             anywhere within 3” of one of the buildings in
                           Special Rules                                     the centre of the table. Once they are set-up,
                           The defending warband knows that to run           the attackers are set-up. They may be placed
                           into the forest will almost certainly spell       anywhere on the table, but no nearer than 20”
                           their doom. To represent this, the defending      from any of the buildings in the centre of the
                             warband does not need to take a Rout Test       table.
                               until 50% of their warband is Out of
                                 Action rather than 25%.
                                                                             Special Rules
                                                                             The defending warband is being well paid, and
   46                                                                        have no wish to give lose this payment! To
EMP_FLA_36_48   22/1/04       8:50 am       Page 47




     represent this, the defending warband does not        Fanatical: Because they are defending their
     need to take a Rout Test until 50% of their           homes, the villagers are filled with inhuman
     warband is Out of Action rather than 25%.             fury. They automatically pass any Leadership-
                                                           based tests they are required to take.

     The Frenzied Mob:                                     Torch the Village!
     Whene a Beastman moves to within 8” of one of         Any member of the Beastmen warband that
     the buildings for the first time, place D3            spends an entire turn touching a building
     frenzied villagers outside the building, no closer    without moving, fighting, shooting or casting a
     than 5” from the Beastman. The frenzied mob(s)        spell, may attempt to torch the building. The
     moves in the defenders turn. Count each               building is set ablaze on a 4+ on a D6.
     frenzied mob as a separate group of Henchmen.
     At the start of its turn, the frenzied mob will
     automatically charge any Beastmen that are            Starting the Game
     within charge range. If there are no Beastmen         The Attacker gets the first turn.
     within charge range, the mob will move so that
     it is always within 5” of the building it came
     from.                                                 Ending the Game
                                                           The Beastmen automatically win the scenario if
     Each member of the Frenzied Mob share the same        all the building are torched (see Torch the
     profile:                                              Village, above). Otherwise, the game ends when
                                                           one warband fails its Rout test. The routers
     Profile    M WS BS S T             W I      A    Ld   automatically lose.
                4   2     2    3 3      1    2   1    6
                                                           Experience
     Weapons / Armour: Members of the frenzied             +1 Survives. If a Hero or Henchman group
     mob are armed with an assortment of farming           survives the battle they gain +1 Experience.
     tools, makeshift weapons and flaming torches.         +1 Winning Leader. The leader of the winning
     Each model counts as being armed with a club          warband gains +1 Experience. If the Beastmen
     and a flaming torch. They do not wear armour.         win the scenario, their leader gains an
                                                           additional +1 Experience (so, +2), because of
                                                           the respect he gains for leading a successful
                                                           ambush.
                                                           +1 Per Enemy Out of Action. Any Her earns +1
                                                           experience for each enemy he puts Out of
                                                           Action.


                                                           The Spoils
                                                           The winning warband gains 5D6gc.




                                                                                                             47
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                     BeastMen Scenario Three:                             The Beastmen are defending their herdstones,
                                                                          and do not intend on being easily driven away
                     The Beast Hunt                                       from it! To represent this, the Beastmen
                     Driven by revenge, local villagers have employed     warband does not need to take a Rout Test until
                     a warband to hunt down a local marauding             50% of their warband is Out of Action rather
                     Beastmen warband, deep in the wild woods.            than 25%.
                     They have even managed to secure the aid of a
                     famed Beast Hunter, in the hope that the             Starting the Game
                     Beastmen menace will be driven from their            The Attacker gets the first turn.
                     lands. They have tracked the foul creatures to
                     their encampment, clustered around some
                     herdstones.
                                                                          Ending the Game
                                                                          The game ends when one warband fails its Rout
                                                                          test. The routers automatically lose.
                     Terrain
                     Each player takes it in turn to place a piece of
                     terrain, either a wood, forest, swamp, rocky
                                                                          Experience
                                                                          +1 Survives. If a Hero or Henchman group
                      outcrop, fence, hedge or other piece of similar
                                                                          survives the battle they gain +1 Experience.
                       terrain to create the dense wilderness. A circle
                       of stones roughly 10” in diameter should be
                                                                          +1 Winning Leader. The leader of the winning
                      placed in the centre of the table, with a larger
                                                                          warband gains +1 Experience.
                     standing stone in its centre. The battle is fought
                     in an area roughly 4’ by 4’.
                                                                          +1 Per Enemy Out of Action. Any Her earns +1
                                                                          experience for each enemy he puts Out of
                     Warbands                                             Action.
                     The Beastmen are set up first. They must all be
                     positioned within the herdstone circle. The
                      attacker then chooses a board edge, and may
                                                                          The Spoils
                                                                          If the attacking warband wins, then they gain
                      set up his entire warband (including the Beast
                                                                          4D6 gc.
                     Hunter), within 8” of that board edge.

                     Special Rules
                     The attacking warband have a Beast Hunter join
                      their warband, without the need to pay for his
                       Hire Fee.




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                                Warbands
     This section describes two new warbands - the Carnival of Chaos and
     Beastmen Raiders for use in the Empire in Flames setting. These
     warbands follow the rules for all warbands presented in the Mordheim
     rulebook, which are summarised below.

     Use the lists that follow to recruit and equip your      The other type of Henchmen are those too dimwitted
     warband. You have 500 gold crowns to spend. Each         or primitive to gain experience.
     model and their equipment (if you choose to buy any)     Henchmen may never use any special equipment you
     costs a set amount of money. As you make your            acquire during their adventures (unless otherwise
     choices, subtract the money you have “spent” from        noted); only Heroes may do so.
     your total until you have bought all you can. Any
     unspent gold crowns are put into the warband’s           All Henchmen belong to a Henchmen group, which
     treasury and can be used later or hoarded to buy         usually consists of between one and five individuals.
     something more expensive.                                Henchmen groups gain experience collectively and
                                                              gain advances together.
     To start with you must recruit at least three warriors
     including a leader. The weapons, armour and
     mutations you choose for your warriors must be
     represented on the models themselves. The exceptions
                                                              weapons and armour
                                                              Each warrior you recruit can be armed with up to two
     are knives and daggers, which you may assume are
                                                              close combat weapons, up to two different missile
     tucked in boots or concealed in clothing if not
                                                              weapons and any armour chosen from the appropriate
     represented on the model.
                                                              list. Warriors may be restricted in regard to which types

     heroes and henchmen                                      of weapons they can use. The warband’s equipment
                                                              lists tell you exactly what equipment is available. Note
                                                              that you may buy rare weapons and armour when
     For game purposes the warriors in your warband are       starting a warband, as indicated by the list in the
     classified as Heroes and Henchmen.                       warband’s entry, but after playing the first game the
                                                              only way to get further rare weapons and armour is
     heroes                                                   to roll to see if you can locate them (see the Trading
                                                              section).
     These are exceptional individuals who have the
                                                              You may buy additional equipment between battles,
     potential to become legends. Heroes can be armed
                                                              but your warriors can only use the weapons and
     and equipped individually and may carry any special
                                                              armour listed in their warband entry. As they
     equipment they might pick up during the campaign.
                                                              accumulate experience and gain skills, Heroes may
     Leader: Every warband must have a leader. He             learn to use weapons other than those initially
     represents you, the player. He makes the decisions and   available to them.
     leads your warriors through the dark sand lonely
                                                              Every model in each Henchman group must be armed
     places of the Empire.
                                                              and armoured in the same way. This means that if your
     Other Heroes: Apart from its leader, your warband        Henchman group has four warriors, and you want to
     may include up to five other Heroes, who form the        buy them swords, you must buy four swords.
     core of your warband. A warband may never include
     more Heroes of any specific type than the number
     given in the Warband list.
                                                              calculate the warband rating
                                                              Each warband has a warband rating – the higher

     henchmen                                                 the rating, the better the warband. The warband
                                                              rating is simply the number of warriors multiplied
     Henchmen typically fall into two groups. There are       by 5, plus their accumulated experience.
     Henchmen who gain experience and become better as        Large creatures such as Minotaurs are worth
     time goes by (as explained in the campaign rules from    20 points plus the number of
     the Mordheim rulebook). They are bought in groups        Experience points they have
     of one to five models.                                   accumulated.

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                                         The Carnival of Chaos
     Another roar of laughter came from the crowd like muted         performed acrobatics, tapping the village children’s
     thunder as the mock Knight Panther, bedecked in armour of       foreheads who sat transfixed in the front row as he sprang
     tin and wielding a wooden sword, slipped upon some              past with his tickle stick.
     entrails. It was a battlefield scene; pig’s blood, uncoiled
                                                                     A foul and repugnant odour filled Demitri’s nostrils as an
     rope and animal intestine were strewn about the stage as
                                                                     uncomfortable burning sensation grew upon his chest but he
     mock carnage.
                                                                     couldn’t take his eyes off the play, utterly lost in the
     “A horse, a horse, the Emperor is a horse!” the Knight wailed   unfolding drama. His wife and child, sitting at the front of
     as his mind succumbed to Chaos.                                 the stage, were a distant memory. Now only he and the
                                                                     bizarrely macabre players existed. The Knight Panther
     The travelling players had arrived in the village without
                                                                     slipped again and Demitri laughed out loud. A plague
     word or prior arrangement, replete with ramshackle cart
                                                                     daemon bore down upon the play’s unlikely hero and the
     that doubled as dressing room and makeshift theatre. A host
                                                                     enraptured farmer marvelled at its realism. Eyes widening,
     of colourful characters, loped and cavorted alongside, with
                                                                     Demitri stared with incredulity as the plague creature
     mesmerising wit and charm, announcing to all and sundry
                                                                     swelled, stomach bloating as if filling with stagnant air. A
     they would be performing a rendition of the play, ‘The
                                                                     shape with what looked like arms and legs pawed within,
     Emperor’s True Face.’
                                                                     stretching the flesh thin like clinging mucous.
     Crowds had gathered quickly, initially children, then
                                                                     Something was wrong. The plague creature’s mouth
     women and finally the men, and soon the entire village was
                                                                     distended to agonising proportions but Demitri couldn’t
     under the players’ spell. Demitri was one of the last to join
                                                                     look away. It belched forth a tiny daemon creature that sat
     the eager and enraptured throng, sceptical at first but in
                                                                     wallowing amidst a foul miasma of vomit and pooling
     moments he too was utterly engrossed.
                                                                     slime from the creature’s stomach.
     The play reached the ‘Northern Wastes’ scene, a rotted
     wooden placard carried across the stage describing as much
     by a robed daemon with a seemingly permanent grin.
     Demitri marvelled as other daemonic characters, whose
     costumes where uncannily realistic, danced and skipped
     amongst the appreciative crowd. Chicken feathers thrown by
      the daemons drifted down like snow. A
         wonderfully macabre jester




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     The charade was revealed for what it was; a conjuration of      from Demitri’s left confirmed; a thin and short character,
     Chaos. Slime trails left by the actors spat and bubbled.        hunched over, face like some grim theatrical mask, split
     Human eyeballs, heads; real corpses diseased and rotting        down the forehead. An infestation of flies buzzed around
     were strewn about the stage. These things wore no masks         him as he fanned a set of tarot cards. “But your words
     but were daemons themselves!                                    wound me sir,” he continued with mock offence, slicing open
                                                                     a cut in his wrist with one of the tarot cards. “We are but
     A weight like a heavy millstone fell about his neck and
                                                                     flesh like you,” he said, drawing closer, “if you prick us, do
     shoulders as Demitri made to rise. He turned; panic welling
                                                                     we not bleed?” With sniggering contempt, the tarot daemon
     in his heart. The ruinous powers were roaming free and
                                                                     squeezed the blood from his wound, which dripped down
     unchecked in the Empire! He looked to his brothers for aid,
                                                                     upon the Sigmarite talisman, dissolving it like acid.
     trying to raise the alarm. But they were all dead, horribly
     swollen with some unseen pestilence, pustules and boils on      Instantly, Demitri could feel the effects of whatever malady
     their flesh spilling over with all the fervour of a grotesque   had overtaken his kinsmen. He was defenceless. Head
     epidemic. Horrified, Demitri looked down to the burning at      swimming, he whirled around drunkenly a myriad of
     his chest, he ripped away his shirt in pain and saw an icon     grinning faces surrounding him; a brutish-looking clown,
     resting there, inscribed with the sigil of Sigmar.              with daubed on face paint hideously joined with physical
                                                                     mutation, a dark grinning jester with a daemonic hand-
     Abruptly, a foul, filth-encrusted dagger came into view,
                                                                     puppet that chattered in sync with its bearer, a host of
     lifting the amulet from Demitri’s chest and leaving behind a
                                                                     grinning, sneering faces awash with colour that was bright
     red weal.
                                                                     and dirty at the same time.
     “Is this an icon of Sigmar I see before me?” a voice
                                                                     Demitri felt the sickness overtake him and sank to his knees
     reminiscent of bubbling flesh, asked. It was the head player,
                                                                     in the dirt. The dark jester lifted his chin up to face him as
     his moon-shaped face was covered in warts and boils and
                                                                     his hand-puppet spoke for him.
     he was dressed in thick gaudy robes.
                                                                     “Why then,” it said, the talisman’s resistance ebbing, “Your
     Demitri was terrified. “What have you done?” he
                                                                     stomach is mine oyster,” he continued as a sudden silver
     stammered, recoiling.
                                                                     flash from a dagger caught Demitri’s eye, “which I, with
     The head player moved forward a step, keeping pace as           sword, shall open,” the jester himself concluded darkly.
     Demitri lurched back.
                                                                     As the blade slipped in and the Carnival players began their
     “Foul worshippers of Chaos!” he cried defiantly, suddenly       grisly work one last thought occurred to Demitri.
                                aware that he was surrounded.
                                                                     “Helena!” he cried, with the last of his dying breath, “My
                                              “Yes, alas, that is    wife…”
                                                 true my noble
                                                                     The head player loomed into view, his moon-like visage
                                                   lord,” a voice
                                                                     blotting out Demitri’s sun for the last time.
                                                                     “She’s my wife now Demitri…”




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                      No one knows from whence it came, the dreaded            The Carnival of Chaos is the sick joke of the Great
                      Carnival of Chaos. Some have rumoured that it was        Lord of Decay, the Chaos god known as Nurgle.
                      once a gypsy caravan from the east of the Empire,        Thrice cursed Nurgle is also known as the
                      wandering folk that brought their colourful fare         unspeakable Master of Plague and Pestilence and
                      from village to village entertaining the poor rural      the players in the Carnival are his corrupt
                      folk of the Empire with their lavish shows and stage     followers and worshippers. They are those who
                      plays. If this past is the truth then what it has        have sold their souls for a twisted form of
                      become in the present is far more sinister and           immortality     through       embracing      death,
                      deadly. Still it wanders the rural backwaters of the     destruction and decay – learning to love Nurgle’s
                      Empire, in a colourful cavalcade of wagons, its folk     many and varied gifts. It is not known how many
                      dressed in the colourful finery of travelling players,   Carnivals of Chaos there are or if the handful of
                      bringing sonnet and song to excitable villagers and      reports from the lips of petrified witnesses all
                      peasants.                                                refer to the same warband.
                      Upon reaching a new settlement, these                    The leader of the Carnival of Chaos is
                      outlandish showmen erect their stage and                 known as the Carnival Master and
                      entertain the poor rural folk with songs and plays       is reputed to be a sorcerer of
                      of the dark days of the Empire. Tales such as: ‘The      great power, wielding the
                      Emperor’s True Face’, ‘Orfeo and Pustulate’,             unclean magic of his lord to
                      ‘Papa Noigul’s Festering Children’ and ‘A                cause suffering and death
                      Midsummer Nightmare’ wow the enraptured                  through disease and decay. Through
                      throng.                                                  dark ritual and sacrifice, the Carnival Master
                                                                               summons forth the cackling, decaying Daemons
                      Strongmen perform feats of incredible prowess to
                                                                               of his patron god to take part in the twisted
                      the adoration of the crowd, whilst players in
                                                                               masquerade. His mortal followers carefully
                      garish, grinning masks juggle balls, knives and
                                                                               nurture their newly acquired diseases, blessings
                      flaming brands. As the crowd’s numbers increase,
                                                                               of their gregarious deity and vie for power and
                      a fool in bright jester’s garb with an inflated pig’s
                                                                               advancement under his watchful gaze. The most
                      bladder on a stick leaps from one enthralled
                                                                               blessed of these twisted, insane creatures are
                      watcher to the next joking and cackling, poking
                                                                               those known as the Tainted Ones. These are often
                      and prodding.
                                                                               the right-hand ‘men’ of the Carnival Master and
                       It is only when the show reaches its blasphemous        their bodies are wracked with a multitude of foul
                        climax, as the sun begins to set, that the truth of    diseases and mutation. The Carnival of Chaos is
                       the Carnival of Chaos is revealed in all its putrid,    justly hunted by the many bands of zealous Witch
                      festering glory. For these are no mere wandering         Hunters that traverse the lands but always seems
                      thespians and entertainers. When the players             to be just one step ahead of the Sigmarites and
                      perform their final act, known as the ‘Dance of          continues to follow its merry path, bringing the
                      Death’, the enchantments covering their true             blessings of Nurgle to all.
                      visages slowly slip away revealing them to their
                      blissfully ignorant audience for they are                Special Rules
                      cavorting, cyclopean daemons with rotting flesh          Dangerous to Know: Because of its rather
                      hanging from yellowing bones. What were                  diseased nature a Carnival of Chaos warband
                        originally considered intricately decorated            would find it very hard to keep any Hired Swords
                         masks and cleverly applied make-up is soon            alive! Therefore, a Carnival of Chaos may never
                          revealed as the players’ true horribly mutated       hire any type of Hired Sword.
                           faces, covered in pustules and pox-ridden
                           lesions. As the villagers’ expressions turn from
                         those of elation to abject terror at the sight of
                       these horrific visions the slaughter begins. By
                       now most of the folk who made up the cheering
                       audience would have already succumbed to the
                        virulent diseases spread by these malevolent
                        players. The insidious Carnival Master,
                         accompanied by his cackling fool, rounds up
                          those unfortunate women and children that
                            remain alive, taking a finger from each of his
                            new brides, exclaiming “You’re my wife now!”.
                             The survivors are then led away to an
                               unknown fate and the village is left
                                 deserted, its inhabitants and livestock
                                     killed by innumerable diseases and
                                         plague.
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                      No one knows from whence it came, the dreaded            The Carnival of Chaos is the sick joke of the Great
                      Carnival of Chaos. Some have rumoured that it was        Lord of Decay, the Chaos god known as Nurgle.
                      once a gypsy caravan from the east of the Empire,        Thrice cursed Nurgle is also known as the
                      wandering folk that brought their colourful fare         unspeakable Master of Plague and Pestilence and
                      from village to village entertaining the poor rural      the players in the Carnival are his corrupt
                      folk of the Empire with their lavish shows and stage     followers and worshippers. They are those who
                      plays. If this past is the truth then what it has        have sold their souls for a twisted form of
                      become in the present is far more sinister and           immortality     through       embracing      death,
                      deadly. Still it wanders the rural backwaters of the     destruction and decay – learning to love Nurgle’s
                      Empire, in a colourful cavalcade of wagons, its folk     many and varied gifts. It is not known how many
                      dressed in the colourful finery of travelling players,   Carnivals of Chaos there are or if the handful of
                      bringing sonnet and song to excitable villagers and      reports from the lips of petrified witnesses all
                      peasants.                                                refer to the same warband.
                      Upon reaching a new settlement, these                    The leader of the Carnival of Chaos is
                      outlandish showmen erect their stage and                 known as the Carnival Master and
                      entertain the poor rural folk with songs and plays       is reputed to be a sorcerer of
                      of the dark days of the Empire. Tales such as: ‘The      great power, wielding the
                      Emperor’s True Face’, ‘Orfeo and Pustulate’,             unclean magic of his lord to
                      ‘Papa Noigul’s Festering Children’ and ‘A                cause suffering and death
                      Midsummer Nightmare’ wow the enraptured                  through disease and decay. Through
                      throng.                                                  dark ritual and sacrifice, the Carnival Master
                                                                               summons forth the cackling, decaying Daemons
                      Strongmen perform feats of incredible prowess to
                                                                               of his patron god to take part in the twisted
                      the adoration of the crowd, whilst players in
                                                                               masquerade. His mortal followers carefully
                      garish, grinning masks juggle balls, knives and
                                                                               nurture their newly acquired diseases, blessings
                      flaming brands. As the crowd’s numbers increase,
                                                                               of their gregarious deity and vie for power and
                      a fool in bright jester’s garb with an inflated pig’s
                                                                               advancement under his watchful gaze. The most
                      bladder on a stick leaps from one enthralled
                                                                               blessed of these twisted, insane creatures are
                      watcher to the next joking and cackling, poking
                                                                               those known as the Tainted Ones. These are often
                      and prodding.
                                                                               the right-hand ‘men’ of the Carnival Master and
                       It is only when the show reaches its blasphemous        their bodies are wracked with a multitude of foul
                        climax, as the sun begins to set, that the truth of    diseases and mutation. The Carnival of Chaos is
                       the Carnival of Chaos is revealed in all its putrid,    justly hunted by the many bands of zealous Witch
                      festering glory. For these are no mere wandering         Hunters that traverse the lands but always seems
                      thespians and entertainers. When the players             to be just one step ahead of the Sigmarites and
                      perform their final act, known as the ‘Dance of          continues to follow its merry path, bringing the
                      Death’, the enchantments covering their true             blessings of Nurgle to all.
                      visages slowly slip away revealing them to their
                      blissfully ignorant audience for they are                Special Rules
                      cavorting, cyclopean daemons with rotting flesh          Dangerous to Know: Because of its rather
                      hanging from yellowing bones. What were                  diseased nature a Carnival of Chaos warband
                        originally considered intricately decorated            would find it very hard to keep any Hired Swords
                         masks and cleverly applied make-up is soon            alive! Therefore, a Carnival of Chaos may never
                          revealed as the players’ true horribly mutated       hire any type of Hired Sword.
                           faces, covered in pustules and pox-ridden
                           lesions. As the villagers’ expressions turn from
                         those of elation to abject terror at the sight of
                       these horrific visions the slaughter begins. By
                       now most of the folk who made up the cheering
                       audience would have already succumbed to the
                        virulent diseases spread by these malevolent
                        players. The insidious Carnival Master,
                         accompanied by his cackling fool, rounds up
                          those unfortunate women and children that
                            remain alive, taking a finger from each of his
                            new brides, exclaiming “You’re my wife now!”.
                             The survivors are then led away to an
                               unknown fate and the village is left
                                 deserted, its inhabitants and livestock
                                     killed by innumerable diseases and
                                         plague.
   60
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                                         Carnival of Chaos skill tables
                                         Combat               Shooting               Academic             Strength            Speed
          Master                              ✓                    ✓                      ✓                    ✓                    ✓
          Brutes                              ✓                                                                ✓                    ✓
          Tainted Ones                        ✓                                                                                     ✓




                                                Carnival equipment lists
                              The following lists are used by the Carnival of Chaos to pick their weapons:

                  Hand-to-hand Combat Weapons                                                              Armour
          Dagger ........................................1st free/2 GC          Light Armour .........................................20 GC
          Mace.........................................................3 GC     Heavy Armour........................................50 GC
          Hammer ...................................................3 GC        Shield .......................................................5 GC
          Axe ...........................................................5 GC   Helmet ...................................................10 GC
          Sword.....................................................10 GC
                                                                                                 Brute Equipment list
          Double-handed Weapon........................15 GC
                                                                                Double-handed Weapon........................15 GC
          Spear ......................................................10 GC
                                                                                Flail ........................................................10 GC
          Halberd ..................................................10 GC
          Morning Star..........................................15 GC

                              Missile Weapons
          Bow........................................................15 GC
          Short Bow ..............................................10 GC
          Pistol ............................15 GC (30 for a brace)




     Choice of Warriors                                                         Tainted Ones starts with 0 experience.
     A Carnival of Chaos warband must include a                                 Henchmen starts with 0 experience.
     minimum of three models. You have 500 Gold
     Crowns to recruit your initial warband. The                                Maximum Characteristics
     maximum number of warriors in the warband                                  With the exception of the Plague Bearers and
     may never exceed 15.                                                       Nurglings which do not acrue experience all
                                                                                other members of the Carnival of Chaos use the
     Heroes                                                                     maximum characteristics for Humans.
     Carnival Master: The Carnival of Chaos must
     have one Master to lead it – no more, no less.
     Brutes: Your warband may include up to two
     Brutes.
     Tainted Ones: Your warband may include up to
     two Tainted Ones.
     Henchmen
     Plague Bearers: Your warband may include up
     to two Plague Bearers.
     Brethren: Your warband may include any
     number of Brethren.
     Nurglings: Your warband may include any
     number of Nurglings.

     Starting Experience
     Carnival Master starts with 20 Experience.
     Brutes starts with 8 Experience.
                                                                                                                                                      61
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                                                                    Heroes
                    1 Carnival Master                                     Profile    M WS BS S T          W I     A   Ld

                    70 Gold Crowns to hire                                           4    4   0   4 4     1   2   2    7
                    These lead the diabolical Carnivals of Chaos. They    Weapons/Armour: Brutes may be equipped with
                    are the chosen of Nurgle and wield sorcerous          weapons and armour chosen from the Brute
                    powers gifted to them by their pestilential god.      Equipment list.
                    The Master is a power-crazed individual that leads
                    his coven of Daemonic entertainers throughout         SPECIAL RULES
                    the backwaters of the Empire, tainting villages and   Unnatural Strength: Brutes start the game with
                    settlements with disease. To the backward             the Strongman skill from the Strength skill list in
                    peasantry of the Empire’s rural settlements, the      the Mordheim rulebook.
                    Master comes across as an exotic and charismatic
                    showman bringing outlandish entertainment into        0-2 Tainted Ones
                    their otherwise dreary lives. It is the Carnival
                                                                          25 Gold Crowns to hire
                      Master’s cunning and clever enchantments that
                                                                          (+Cost of Blessings of Nurgle)
                      help to keep his minions one step ahead of the
                                                                          The Tainted Ones are those that are most blessed
                      patrols of the many Witch Hunter bands that
                                                                          and favoured of Father Nurgle. They hold a
                     rove the land.
                                                                          position of great importance within the hierarchy
                                                                          of the Carnival. They are often heavily robed and
                    Profile    M WS BS S T         W I     A   Ld
                                                                          protected by powerful enchantments, for beneath
                               4    4   4   3 3    1   3   1    8         their robes are unspeakable horrors. The bodies of
                    Weapons/Armour: The Master may be equipped            the Tainted Ones are so wracked with disease and
                                                                          mutation that it is unsafe for even the other mortal
                    with weapons and armour chosen from the
                                                                          members of the warband to touch their bare skin.
                    Carnival of Chaos Equipment list.
                                                                          Ironically, they take the most prestigious role in
                     SPECIAL RULES                                        the Carnival – the fool. The Tainted Ones leap and
                    Leader: Any models in the warband within 6" of        prance about the audience, dressed as jesters,
                    the Master may use his Leadership instead of their    when the Carnival is performing, laughing and
                    own.                                                  joking with the gathered throng infecting them
                                                                          with their multitude of horrendous maladies.
                      Wizard: The Master is a wizard and uses Nurgle      These twisted creatures are exceptionally
                       Rituals. See the Magic section for details.
                                                                          dangerous opponents in combat too, for it is said
                                                                          that they carry the dreaded and incurable Nurgle’s
                      0-2 Brutes                                          Rot.
                     60 Gold Crowns to hire                               Profile    M WS BS S T          W I     A   Ld
                     These are a very specific type of mutant that have
                                                                                     4    3   3   3 3     1   3   1    7
                     had their constitution bolstered by the unnatural
                    vitality of the Lord of Decay. Nurgle’s foul          Weapons/Armour: Tainted Ones may be
                    attention has transformed what were once men          equipped with weapons and armour chosen from
                    into massive, statuesque creatures rippling with      the Carnival of Chaos Equipment list.
                        diseased muscles and a supernatural vigour.
                        Brutes are immensely strong individuals and       SPECIAL RULES
                        their part in the masquerade that is the          Nurgle’s Blessings: Tainted Ones must start the
                         Carnival of Chaos is as strongmen performing     game with one or more Blessings of Nurgle. See
                          feats of strength to entertain the crowds.      the Blessings of Nurgle that follow.
                         They are nearly always hooded in the nature
                        of executioners for although their bodies
                       appear outwardly strong and healthy, their
                       faces are often riddled with disease and are
                       half-decayed. In battle, they wield huge
                       hammers and flails with reckless abandon,
                        whirling them around their heads like
                         children’s toys.




    62
EMP_FLA_57_74   26/1/04       2:09 pm       Page 63




                                Henchmen                   (Bought in groups of 1-5)

     0–2 Plague Bearers                                        Plague Bearer but distract foes by buzzing into
                                                               eyes, nostrils and mouths. A Plague Bearer’s close
     50 Gold Crowns to hire                                    combat opponent suffers a -1 to hit modifier on all
     Plague Bearers are daemons of the Chaos god               attacks.
     Nurgle, also known as the Lord of Decay. They can
     be identified by their cyclopean faces and                Stream of Corruption: Plague Bearers can
     horrifically decayed bodies. Their entrails hang          spew forth a grotesque stream of maggots, entrails
     from tattered holes in their grey-green, pox-             and filth. This is counted as a shooting attack with
     ridden flesh and the aura of death and decay              a range of 6" and is resolved at Strength 3 with no
     surrounds them. They are sometimes known as               saves for armour.
     the Tallymen of Plagues or Maggotkin and are              Demonic: Plague Bearers are Daemons of the
     highly revered by the mortal members of the               lord of disease, Nurgle, and are not made of living
     warband. As with all Daemons they can never be            flesh but the eternal and unchanging forces of
     killed or destroyed for good so long as the power         Chaos. Therefore they never gain Experience.
     of their god prevails. However, their presence in
     the mortal world is tenuous and can only be               Immune to Poison: Plague Bearers are the
     maintained for long periods by Dark Magic and             Daemonic embodiment of disease and pestilence.
     sacrifice. In the Carnival, the Plague Bearers revel      They are totally immune to all poisons and
     in their showy roles as stage actors and players,         diseases.
     dressing in filth encrusted but ostentatious
                                                               Immune to Psychology: Plague Bearers are
     doublet and hose.
                                                               Daemons and do not know the concept of fear.
     Profile    M WS BS S T             W I      A    Ld       They automatically pass any Leadership-based test
                4    4    3    4 4      1    4   2    10       they are required to take.

     Weapons/Armour: None. Plague Bearers have                 Cause Fear: Plague Bearers are horrifying
     huge filth encrusted claws, which they use to tear        supernatural creatures and therefore cause fear.
     and slash at their foes. They therefore neither           Daemonic Aura: Due to the magical, intangible
     need nor use weapons and cannot wear armour.              nature of Daemons they have a special Armour
                                                               save of 5+. This is modified by the Strength of the
     SPECIAL RULES                                             attack as normal and is completely negated by
     Cloud of Flies: Plague Bearers are surrounded             magic weapons and spells. Plague Bearers’ attacks
     by a cloud of flies, which buzz around them and           are considered as magical also.
     their combat opponent. They do not affect the
                                                               Daemonic Instability: Plague Bearers are
                                                               bound to the world by Dark Sorcery that is
                                                               highly volatile and unstable. If taken out of
                                                               action a Plague Bearer is banished and
                                                               effectively destroyed on a D6 roll of 1-3 (do not
                                                               roll for injury). In addition, if the warband routs
                                                               then every Plague Bearer in the warband must
                                                               take an immediate Leadership test. If this test is
                                                               failed, then the Plague Bearer counts as
                                                               destroyed.

                                                               Nurglings
                                                               15 Gold Crowns to hire
                                                               Nurglings are tiny Daemons of Nurgle and are
                                                               viewed by other followers of the pus god as akin to
                                                               his beloved children. They are like rotten boils
                                                               with legs and razor sharp teeth, that pick and tear
                                                               and infect their foes with filth-encrusted claws.
                                                               Nurglings are generally more of a nuisance in a
                                                               fight than any real threat but in sufficient
                                                               numbers can overwhelm even the toughest of
                                                               warriors. Nurglings are mischievous little
                                                               bundles of filth and pus and take great
                                                               delight in their part in the Carnival of
                                                               Chaos, not only as musicians but also
                                                               as fools and slapstick comedians.
                                                               Nurglings often befriend the
                                                               children of each village they
                                                                                                                      63
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2
Mordheim   Empire in Flames parte 2

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Mordheim Empire in Flames parte 2

  • 1. EMP_FLA_36_48 30/1/04 2:47 pm Page 36 Scenarios In this, the third instalment of Empire in Flames, we have some new scenarios exclusive to the Scenarios Use these Scenario tables instead of the one on page Empire wilderness setting. Some of these 126 of the rulebook. There is a separate table for scenarios specify the use of both mounted multi-player scenarios. As usual, the winner of a models and new models specific to the Empire in scenario gets to roll one more Exploration dice than Flames setting. normal. Roll 2D6 to determine which scenario to play. Obviously, terrain should be set up that should reflect the wilderness nature of Empire in Flames (see the new Empire in Flames scenarios for an idea of what sort of terrain to set up). TWO-PLAYER SCENARIOS 2D6 Result 2 The warband with the lower rating chooses the scenario. 3 Breakthrough 4 The Thing in the Woods 5 Wyrdstone Hunt 6 Skirmish 7 Stagecoach Ambush 8 Bounty Hunting 9 Lost in the Bogs 10 Surprise Attack 11 Chance Encounter 12 The warband with the lower rating chooses the scenario. MULTI-PLAYER SCENARIOS 2D6 Result 2 The warband with the lower rating chooses the scenario. 3 The Lost Prince (Mordheim 2002 Annual, p30 or on Mordheim website) 4 Monster Hunt (Mordheim 2002 Annual, p33 or on Mordheim website) 5 Treasure Hunt (Mordheim 2002 Annual, p29 or on Mordheim website) 6 Street Brawl (Mordheim 2002 Annual, p29 or on Mordheim website) 7 Stagecoach Ambush 8 Bounty Hunting 9 Lost in the Bogs 10 The Thing in the Woods 11 Ambush! (Mordheim 2002 Annual, p32 or on Mordheim website) 12 The warband with the lower rating chooses the scenario. 36
  • 2. EMP_FLA_36_48 30/1/04 2:47 pm Page 37 Bounty Hunting Your warband has tracked a notorious band of Set-up outlaws to their lair, hoping to turn them in to All players roll a D6 to see who deploys first, the authorities and collect the reward on their with the player rolling highest choosing a table heads. Unfortunately, it appears that another edge and setting up first. If there are two band of would-be bounty hunters is hot on their players, then the next player sets up on the trail as well… opposite board edge. If there are more than two players, the remaining players choose sides Terrain and set up their warbands based on the order of Each player takes it in turn to place a piece of their dice rolls, highest to lowest. A player must terrain, either a building, set of hedges or walls, set up his warband within 8" of his table edge, hill, section of forest, section of swamp, river or but not within 4" of a side edge, and not within stream, or similar item or terrain appropriate for 10" of another player’s warband. Keep in mind Empire in Flames. There should be a large that more than four players should be building in the centre of the table to represent accommodated with a larger battlefield than the bandits’ hideout. normal (see the ‘Chaos in the Streets’ article on Sprcial Rule multi-player games in the Mordheim 2002 The bandits are inside their lair, and they aren’t Annual, page 26). real anxious to be caught! At the end of each game turn, D6 crossbow bolts shoot out of the Starting the Game Each player rolls a D6 to determine who goes doors and windows of the hideout at the nearest first. Play proceeds clockwise around the table warband members (they’re not particular about (based on where players placed their warbands) which warbands they shoot at!). Each bolt will be from there. directed at a different target if possible. Crossbow bolts are fired with a BS of 3, modified by range Ending the Game and cover as normal (and, of course, the guys The game ends when all warbands but one have inside must be able to trace a line of sight from a failed their Rout test. Warbands which rout door or window to the warband member). automatically lose. If one or more warbands have Warband members may not enter the building allied when the other warbands have all routed, until the scenario is over. they may choose to share the victory and end the game, or they may continue the game until one warband is victorious. As soon as there is a clear winner, the bandits give up. They may be turned in to the authorities for 5+1D6 GC per head (roll separately for each bandit), and there are 6+1 bandits per warband involved in the game holed up in the hideout (so if four warbands take part in the game, there are 10 bandits in the hideout). The winning warband also captures the bandits’ equipment (6 crossbows, D3 swords, 2D6 daggers, and a bunch of wormy rations that are worth nothing). 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(s) gains +1 Experience. +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action. +1 Scratched by the Bandits. Any Hero who gets wounded by a bandit crossbow but not taken out of action gains +1 Experience. 37
  • 3. EMP_FLA_36_48 22/1/04 8:48 am Page 38 Stagecoach Ambush The roads of the Empire are very dangerous and the warband, and must also be facing this teeming with all manner of bandits, Beastmen direction. Up to 50% of the attacking warband and mutants. A warband has been paid to may be set-up in hiding anywhere on the protect the local stage on a dangerous road to battlefield but no closer than 18" to any of the the next coaching inn. A rival warband is laying defending warband. The rest of the attacking in wait to ambush the stage on a particularly warband is set up 24" behind the defenders secluded part of the route. When the stage and facing in the same direction – this part of the its outriders turn a corner in the road the attacking warband must all be mounted. ambush is sprung and the chase is on! Special rules Terrain The stage comes with its own driver (use the Each player takes it in turn to place a piece of Muleskinner from ‘Blazing Saddles’ in the terrain, either a stand of trees, a length of Mordheim 2002 Annual and replace his skills hedgerow or a small rocky outcrop. There must with Ride and Drive Cart and his whip with a be a distinct road marked on the battlefield for blunderbuss). For this scenario alone, the driver the coach to follow. Both players should roll a counts as an additional member of the warband. D6. The highest scoring player may place the In addition, the defending warband is loaned piece of terrain anywhere along the leading table some horses (or other applicable steeds) for the edge, creating a continuous stretch of the road. warband members by the Imperial Stage (the Set-up defending player may spend up to 250GCs on The defenders may use as much of their riding beasts that must be returned at the end of warband as they have mounts for. Only the game). defending warriors on the stage and warriors A Roadwarden Hired Sword may be hired as a riding on mounts may take part in the one off for the defenders in this scenario at half scenario. The defending warband is deployed the usual cost. facing the opposite short table edge and no closer than 40" of that edge, (this edge The attackers are loaned enough horses (or represents the escape route). The applicable alternative mounts for races that do stagecoach must be placed with not use horses – eg. War Boars for Orcs) for their 38 warband (the attacking player may spend up to
  • 4. EMP_FLA_36_48 22/1/04 8:48 am Page 39 T 400GCs on riding beasts only to be used in this D6 Result scenario). 1-2 Steed Tiring – The steed is growing tired Only warbands of a good alignment may protect – if the rider applies the spurs next turn the stage (ie. Human Mercenaries, Elves, Dwarfs, you must halve the score rounding etc) you cannot have a Possessed warband fractions up. protecting the Imperial Stage! You can however, 3-4 Rider Shaken – Due to the mount’s adapt this scenario if only evil warbands are speed the rider is thrown all over the taking part and have an evil warband protecting place and may not apply the spurs next the Carnival of Chaos Plague Cart from attack turn as he recovers his composure. (you will have to wait for a later issue as this is a 5-6 Out of control – Make a roll on the Whoa warband exclusive to Empire in Flames!) Boy! table from ‘Blazing Saddles’ in the A Highwayman Hired Sword may be hired as a Mordheim 2002 Annual. one off for the attackers in this scenario at half the usual cost. Ending the Game The battle ends when one warband fails a Rout The Chase – This is a special rule that only test or the stagecoach leaves the table by the applies to riding mounts and for this scenario opposite edge it was facing when the game only. Mounted warriors may always leave close started. Any warband which routs, loses combat in their Movement phase if they desire automatically. and because they are mounted are not automatically hit by their enemies (this allows Experience the scenario to move along at pace and not to get +1 Survives. If any Hero or Henchman group too bogged down in fighting). survives the battle then they gain +1 Experience. +1 Winning Leader. The leader of the winning Dwarf Ingenuity – If the attacking warband is warband gains +1 Experience. Dwarf Treasure Hunters then they are allowed to place a barricade across the road no closer than +1 Per enemy out of action. Any Hero earns 18" to the stagecoach. This makes up for the fact +1 Experience for each enemy he puts out of that the short guys cannot ride mounts. If the action. defending warband is Dwarf Treasure Hunters +1 Destroying the Stagecoach. If a Hero in the then they are allowed to take a wagon in attacking warband destroys the stagecoach he additional to the stagecoach for their warriors to earns +1 Experience. ride upon. +2 Capturing the Stagecoach. If a Hero in the Applying the Spurs! – This is a special rule that attacking warband captures the stagecoach intact only applies to riding mounts and for this he earns +2 Experience. scenario only. A rider may apply the spurs to his +2 Stagecoach escapes. If the stagecoach mount to make it move faster in a similar way manages to survive and leaves the battlefield that applying the lash works with the stagecoach. in the hands of the defending warband the A rider may not charge and apply the spurs in the leader gains +2 Experience. same turn. Roll a D6 and add this amount to the rider’s move. If a 1 is rolled roll on the table opposite: 39
  • 5. EMP_FLA_36_48 22/1/04 8:49 am Page 40 Lost In The Bogs! One of the warbands has become lost in the and set up their warbands based on the order bogs and separated (obviously a change in of their dice rolls, highest to lowest. A player leadership is required!). As they call to each must set up his warband within 8" of his table other to try to link back up, other warriors hear edge, but not within 4" of a side edge. Keep in them and decide to take advantage of their mind that more than four players setting up on plight… table edges should be accommodated with a larger battlefield than normal (see the ‘Chaos in Terrain the Streets’ article on multi-player games in the Each player takes it in turn to place a piece of Mordheim 2002 Annual, page 26). terrain, either a building, set of hedges or walls, hill, section of forest, section of swamp, river or Starting the Game stream, or similar item or terrain appropriate Each player rolls a D6 to determine who goes for Empire in Flames. At least half of the terrain first. Play proceeds clockwise around the table placed should be sections of swamp or marshy (based on where players placed their warbands) ground. from there. The lost warband automatically goes last. Special Rules The warband with the highest rating is the one Ending the Game that got lost. That player places each of his The game ends when all warbands but one have warband members on the board, not within failed their Rout test. Warbands which rout 10" of a table edge, and not within 6" of each automatically lose. If one or more warbands other. After that warband is placed, any other have allied when the other warbands have all warbands set up their warbands as noted under routed, they may choose to share the victory ‘Set-up’, below. and end the game, or they may continue the game until one warband is victorious. Set-up After the lost warband has been placed, any Experience remaining players roll a D6 to see who +1 Survives. If a Hero or Henchman group deploys first, with the player rolling highest survives the battle they gain +1 Experience. choosing a table edge and setting up first. If +1 Winning Leader. The leader of the winning there are two players who are not lost, then warband(s) gains +1 Experience. the next player sets up on the opposite board edge. If there are more than +1 Per Enemy Out of Action. Any Hero earns two players who are not lost, the +1 Experience for each enemy he puts out of 40 remaining players choose sides action.
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  • 7. EMP_FLA_36_48 22/1/04 8:49 am Page 42 The Thing in The Woods Your warband is travelling to the next town when with the player rolling highest choosing a table suddenly you notice that the woods you have edge and setting up first. If there are two players, been walking through have taken on a distinctly then the next player sets up on the opposite more ominous feeling. The shadows are much board edge. If there are more than two players, deeper here, and strange sounds may be heard. the remaining players choose sides and set up Some of your warriors report seeing something their warbands based on the order of their dice moving just out of sight as well. You had heard rolls, highest to lowest. A player must set up his rumours about the woods in this area of the warband within 8" of his table edge, but not Empire being haunted by malevolent spirits and within 4" of a side edge, and not within 10" of creatures of the night, but you dismissed them as another player’s warband. Keep in mind that old wives’ tales, until now. Then a piercing howl more than four players should be accommodated breaks the silence… with a larger battlefield than normal (see the ‘Chaos in the Streets’ article on multi-player Terrain games in the Mordheim 2002 Annual, page 26). Each player takes it in turn to place a piece of terrain, either a building, set of hedges or walls, hill, section of forest, section of swamp, river or stream, or similar item or terrain appropriate for Empire in Flames. At least half of the terrain pieces placed should be sections of woods. Special Rules Fear of the Dark – These woods are seriously rattling the warbands. Any warband member in a Wood section must take an All Alone test every turn (even if there are other friendly warband members nearby). Failure means that the warband member flees 2D6" toward the nearest table edge (warband members who flee off the board are out of the game, though they will not have to roll for Serious Injury after the battle). Thing in the Woods – There is one Thing in the Woods for every warband involved in the game (so a two-player game would have two Things, a four-player game would have four, etc). The Things are placed within randomly selected forest sections and start the game hidden. At the end of every game turn (after all players have taken their turns), there is a special ‘Thing turn’. A Thing will automatically charge any warband member that strays into its charge range. Otherwise, they move 2D6" in a random direction unless there is another forest section within range in which case they will always move into that. Just like any other player, the Things have their own hand-to- hand Combat phase, and a warrior who is engaged in close combat with a Thing will fight during his turn and the Thing’s turn, just as if it were engaged with a warrior from another warband. Set-up All players roll a D6 to see who 42 deploys first,
  • 8. EMP_FLA_36_48 22/1/04 8:49 am Page 43 Starting the Game or they may continue the game until one The players each roll a D6 to determine who warband is victorious. goes first. Play proceeds clockwise around the table (based on where players placed their Experience +1 Survives. If a Hero or Henchman group warbands) from there. survives the battle they gain +1 Experience. Ending the Game +1 Winning Leader. The leader of the winning The game ends when all warbands but one warband(s) gains +1 Experience. have failed their Rout test. Warbands which +1 Per Enemy Out of Action. Any Hero earns rout automatically lose. If one or more +1 Experience for each enemy he puts out of warbands have allied when the other action. warbands have all routed, they may +1 Takes a Thing in the Woods Out of Action. choose to share the victory Any Hero who takes a Thing out of action gets and end the game, +1 Experience (yes, this is cumulative for the +1 for taking an enemy out of action!). (Note: The rules for the Thing in the Woods can be found on page 78.) 43
  • 9. EMP_FLA_36_48 22/1/04 8:49 am Page 44 The Frenzied Mob In the year following the comet that flattened the Despite all of this, the rural folk of the Empire are hedonistic city of Mordheim, the Empire became a much exceptionally brave, to the point of reckless insanity, and darker place. It is in the largely untamed wilderness of the have an incredible sense of community. They are also very Empire, where hardy rural folk battle the elements and suspicious and wary of any strangers and can treat them drag a living from the soil, that the most fearsome rumours sometimes with surprising hostility. pervade. The farmsteaders and villagers of the Empire are a Woe betide any who should attempt to raid or steal from curious breed, somewhat backward in comparison to the these strange folk! relatively sophisticated city folk. They are a very superstitious lot, zealously religious they pray to the gods Terrain Sigmar, Ulric and Taal for a good harvest, fertility and Each player takes it in turn to place a piece of terrain, either protection from the horrors of the dark. It is also said that a set of hedges, walls, hill, section of river, swamp, forest, they pray to older gods, forgotten by the folk of the cities or other similar item. There should be D3+1 buildings over the centuries. clustered in the centre of the battlefield to represent the The peasantry are gruff, poorly educated but extremely farmstead. The battle is fought in an area roughly 4' x 4'. hard working folk who have little time for outsiders, especially those from the big cities whom they view as soft Set-up Players should roll a D6 and whoever rolls highest chooses and effete. They often lead short and unfulfilling lives and which warband goes first. This warband is deployed within through back breaking hard work are bent double by 8" of any table edge the player chooses. The opponent (or middle age. opponents in the case of multi-player games) then set up within 8" on the opposite side. 44
  • 10. EMP_FLA_36_48 22/1/04 8:49 am Page 45 SPECIAL RULES Each member of the Frenzied Mob shares the same profile: Buildings: The following rules for buildings from TC 24 Profile M WS BS S T W I A Ld should be used here – Clutter, Combat through doorways and stairs and such. 4 2 2 3 3 1 2 1 6 Looting a Building: Any Hero that spends an entire turn Weapons/Armour: Members of the Frenzied Mob are within a building doing nothing else but stealing things that armed with an assortment of farming tools, makeshift do not belong to him counts as having looted said building weapons and flaming torches. Each model counts as being and may gain Experience (see below). A Hero cannot loot a armed with a club and a flaming torch. They do not wear building if he is engaged in combat or the building is armour. occupied. Each building may only be looted once. Fanatical: Because they are defending their homes, the The Frenzied Mob: As soon as a warrior from any warband villagers are filled with inhuman fury. They automatically approaches within 8" of a building, place D3+1 Frenzied pass any Leadership-based tests they are required to take. villagers outside of the building, no closer than within 5" of the warrior. The Frenzied Mob(s) move in their own turn, Ending The Game: which takes place after all warbands have moved. Count The game ends when all the warband have routed, bar one. each Frenzied Mob as a separate group of Henchmen. At Experience the start of its turn, the Frenzied Mob will automatically +1 Survives. If a Hero or Henchman group survives charge any warriors that are within charge range. If there they gain +1 Experience. are no warriors within charge range, the Mob will move so that it is always within 5" of the building it came from (ie. If +1 Winning leader. The leader of the winning a previous charge had taken it further than 5" from its warband gains +1 Experience. parent building). +1 Looting a Building. If a Hero successfully loots a building he receives +1 Experience. +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action. 45
  • 11. EMP_FLA_36_48 22/1/04 8:50 am Page 46 Beastmen Scenarios Using Beastmen Scenarios Starting the Game If you or your opponent is using a Beastmen Sometimes a Beastman warband strikes their warband, you might like to use one of these prey fully unaware. Other times, the prey will special Beastmen scenarios. become aware of an ambush just before it is Roll a D6 to see which scenario to fight launched. Roll a D6 to see who has the first turn, though the Beastmen player gets to add 1-2 The Ambush +1 to his dice roll (unless he has a minotaur in 2-4 The Raid his warband!) 5-6 The Beast Hunt Ending the Game The game ends when one warband fails its BeastMen Scenario One: Rout test. The routers automatically lose. The Ambush Ambushes by Beastmen warbands upon Experience unwary travellers in the wilderness across the +1 Survives. If a Hero or Henchman group Old World are common. They strike without survives the battle they gain +1 Experience. warning, leaping from the dense and twisted trees and brutally attacking those unfortunate +1 Winning Leader. The leader of the winning enough to be treading the dark forgotten paths warband gains +1 Experience. If the Beastmen of the Empire. win the scenario, their leader gains an additional +1 Experience (so, +2), because of the respect he gains for leading a successful Terrain ambush. Each player takes it in turn to place a piece of terrain, either a wood, forest, swamp, rocky +1 Per Enemy Out of Action. Any Her earns outcrop or other piece of similar terrain to +1 experience for each enemy he puts Out of create a dense patch of wilderness. There Action. should be a clear area about 4” wide cutting through the middle of the board, from one board edge to the opposite side, to represent a road. The battle is fought in an area roughly 4’ BeastMen Scenario Two: The Raid by 4’. Beastmen often attack isolated villages and farms. If a village or farm suspects they will be Warbands raided, they may scrape together their coins to The non-Beastmen warband should be set up secure the aid of a group of mercenaries to first. The warband is strung out along the road, help defend their homes and families unaware at first of the impending attack. The members of this warband is placed anywhere Terrain along the road. Each warband member must be Each player takes it in turn to place a piece of placed at least 4” away from another warband terrain, either a wood, forest, swamp, rocky member. Note that no model in this warband outcrop, fence, hedge or other piece of similar is allowed to use any special deployment terrain the village or farm in the middle of the rules (like Skaven Infiltration). After the wilderness. There should be D3+1 buildings defending warband has been completely set clustered in the centre of the battlefield to up, the ambushing Beastmen warband is set represent the village or farm. The battle is up. The Beastmen are allowed to be set up fought in an area roughly 4’ by 4’. anywhere on the board that is out of sight of a defender, and at least 16” away from any enemy model. Warbands The defenders are set-up first. They are placed anywhere within 3” of one of the buildings in Special Rules the centre of the table. Once they are set-up, The defending warband knows that to run the attackers are set-up. They may be placed into the forest will almost certainly spell anywhere on the table, but no nearer than 20” their doom. To represent this, the defending from any of the buildings in the centre of the warband does not need to take a Rout Test table. until 50% of their warband is Out of Action rather than 25%. Special Rules The defending warband is being well paid, and 46 have no wish to give lose this payment! To
  • 12. EMP_FLA_36_48 22/1/04 8:50 am Page 47 represent this, the defending warband does not Fanatical: Because they are defending their need to take a Rout Test until 50% of their homes, the villagers are filled with inhuman warband is Out of Action rather than 25%. fury. They automatically pass any Leadership- based tests they are required to take. The Frenzied Mob: Torch the Village! Whene a Beastman moves to within 8” of one of Any member of the Beastmen warband that the buildings for the first time, place D3 spends an entire turn touching a building frenzied villagers outside the building, no closer without moving, fighting, shooting or casting a than 5” from the Beastman. The frenzied mob(s) spell, may attempt to torch the building. The moves in the defenders turn. Count each building is set ablaze on a 4+ on a D6. frenzied mob as a separate group of Henchmen. At the start of its turn, the frenzied mob will automatically charge any Beastmen that are Starting the Game within charge range. If there are no Beastmen The Attacker gets the first turn. within charge range, the mob will move so that it is always within 5” of the building it came from. Ending the Game The Beastmen automatically win the scenario if Each member of the Frenzied Mob share the same all the building are torched (see Torch the profile: Village, above). Otherwise, the game ends when one warband fails its Rout test. The routers Profile M WS BS S T W I A Ld automatically lose. 4 2 2 3 3 1 2 1 6 Experience Weapons / Armour: Members of the frenzied +1 Survives. If a Hero or Henchman group mob are armed with an assortment of farming survives the battle they gain +1 Experience. tools, makeshift weapons and flaming torches. +1 Winning Leader. The leader of the winning Each model counts as being armed with a club warband gains +1 Experience. If the Beastmen and a flaming torch. They do not wear armour. win the scenario, their leader gains an additional +1 Experience (so, +2), because of the respect he gains for leading a successful ambush. +1 Per Enemy Out of Action. Any Her earns +1 experience for each enemy he puts Out of Action. The Spoils The winning warband gains 5D6gc. 47
  • 13. EMP_FLA_36_48 22/1/04 8:50 am Page 48 BeastMen Scenario Three: The Beastmen are defending their herdstones, and do not intend on being easily driven away The Beast Hunt from it! To represent this, the Beastmen Driven by revenge, local villagers have employed warband does not need to take a Rout Test until a warband to hunt down a local marauding 50% of their warband is Out of Action rather Beastmen warband, deep in the wild woods. than 25%. They have even managed to secure the aid of a famed Beast Hunter, in the hope that the Starting the Game Beastmen menace will be driven from their The Attacker gets the first turn. lands. They have tracked the foul creatures to their encampment, clustered around some herdstones. Ending the Game The game ends when one warband fails its Rout test. The routers automatically lose. Terrain Each player takes it in turn to place a piece of terrain, either a wood, forest, swamp, rocky Experience +1 Survives. If a Hero or Henchman group outcrop, fence, hedge or other piece of similar survives the battle they gain +1 Experience. terrain to create the dense wilderness. A circle of stones roughly 10” in diameter should be +1 Winning Leader. The leader of the winning placed in the centre of the table, with a larger warband gains +1 Experience. standing stone in its centre. The battle is fought in an area roughly 4’ by 4’. +1 Per Enemy Out of Action. Any Her earns +1 experience for each enemy he puts Out of Warbands Action. The Beastmen are set up first. They must all be positioned within the herdstone circle. The attacker then chooses a board edge, and may The Spoils If the attacking warband wins, then they gain set up his entire warband (including the Beast 4D6 gc. Hunter), within 8” of that board edge. Special Rules The attacking warband have a Beast Hunter join their warband, without the need to pay for his Hire Fee. 48
  • 14. EMP_FLA_57_74 26/1/04 2:08 pm Page 57 Warbands This section describes two new warbands - the Carnival of Chaos and Beastmen Raiders for use in the Empire in Flames setting. These warbands follow the rules for all warbands presented in the Mordheim rulebook, which are summarised below. Use the lists that follow to recruit and equip your The other type of Henchmen are those too dimwitted warband. You have 500 gold crowns to spend. Each or primitive to gain experience. model and their equipment (if you choose to buy any) Henchmen may never use any special equipment you costs a set amount of money. As you make your acquire during their adventures (unless otherwise choices, subtract the money you have “spent” from noted); only Heroes may do so. your total until you have bought all you can. Any unspent gold crowns are put into the warband’s All Henchmen belong to a Henchmen group, which treasury and can be used later or hoarded to buy usually consists of between one and five individuals. something more expensive. Henchmen groups gain experience collectively and gain advances together. To start with you must recruit at least three warriors including a leader. The weapons, armour and mutations you choose for your warriors must be represented on the models themselves. The exceptions weapons and armour Each warrior you recruit can be armed with up to two are knives and daggers, which you may assume are close combat weapons, up to two different missile tucked in boots or concealed in clothing if not weapons and any armour chosen from the appropriate represented on the model. list. Warriors may be restricted in regard to which types heroes and henchmen of weapons they can use. The warband’s equipment lists tell you exactly what equipment is available. Note that you may buy rare weapons and armour when For game purposes the warriors in your warband are starting a warband, as indicated by the list in the classified as Heroes and Henchmen. warband’s entry, but after playing the first game the only way to get further rare weapons and armour is heroes to roll to see if you can locate them (see the Trading section). These are exceptional individuals who have the You may buy additional equipment between battles, potential to become legends. Heroes can be armed but your warriors can only use the weapons and and equipped individually and may carry any special armour listed in their warband entry. As they equipment they might pick up during the campaign. accumulate experience and gain skills, Heroes may Leader: Every warband must have a leader. He learn to use weapons other than those initially represents you, the player. He makes the decisions and available to them. leads your warriors through the dark sand lonely Every model in each Henchman group must be armed places of the Empire. and armoured in the same way. This means that if your Other Heroes: Apart from its leader, your warband Henchman group has four warriors, and you want to may include up to five other Heroes, who form the buy them swords, you must buy four swords. core of your warband. A warband may never include more Heroes of any specific type than the number given in the Warband list. calculate the warband rating Each warband has a warband rating – the higher henchmen the rating, the better the warband. The warband rating is simply the number of warriors multiplied Henchmen typically fall into two groups. There are by 5, plus their accumulated experience. Henchmen who gain experience and become better as Large creatures such as Minotaurs are worth time goes by (as explained in the campaign rules from 20 points plus the number of the Mordheim rulebook). They are bought in groups Experience points they have of one to five models. accumulated. 57
  • 15. EMP_FLA_57_74 26/1/04 2:08 pm Page 58 The Carnival of Chaos Another roar of laughter came from the crowd like muted performed acrobatics, tapping the village children’s thunder as the mock Knight Panther, bedecked in armour of foreheads who sat transfixed in the front row as he sprang tin and wielding a wooden sword, slipped upon some past with his tickle stick. entrails. It was a battlefield scene; pig’s blood, uncoiled A foul and repugnant odour filled Demitri’s nostrils as an rope and animal intestine were strewn about the stage as uncomfortable burning sensation grew upon his chest but he mock carnage. couldn’t take his eyes off the play, utterly lost in the “A horse, a horse, the Emperor is a horse!” the Knight wailed unfolding drama. His wife and child, sitting at the front of as his mind succumbed to Chaos. the stage, were a distant memory. Now only he and the bizarrely macabre players existed. The Knight Panther The travelling players had arrived in the village without slipped again and Demitri laughed out loud. A plague word or prior arrangement, replete with ramshackle cart daemon bore down upon the play’s unlikely hero and the that doubled as dressing room and makeshift theatre. A host enraptured farmer marvelled at its realism. Eyes widening, of colourful characters, loped and cavorted alongside, with Demitri stared with incredulity as the plague creature mesmerising wit and charm, announcing to all and sundry swelled, stomach bloating as if filling with stagnant air. A they would be performing a rendition of the play, ‘The shape with what looked like arms and legs pawed within, Emperor’s True Face.’ stretching the flesh thin like clinging mucous. Crowds had gathered quickly, initially children, then Something was wrong. The plague creature’s mouth women and finally the men, and soon the entire village was distended to agonising proportions but Demitri couldn’t under the players’ spell. Demitri was one of the last to join look away. It belched forth a tiny daemon creature that sat the eager and enraptured throng, sceptical at first but in wallowing amidst a foul miasma of vomit and pooling moments he too was utterly engrossed. slime from the creature’s stomach. The play reached the ‘Northern Wastes’ scene, a rotted wooden placard carried across the stage describing as much by a robed daemon with a seemingly permanent grin. Demitri marvelled as other daemonic characters, whose costumes where uncannily realistic, danced and skipped amongst the appreciative crowd. Chicken feathers thrown by the daemons drifted down like snow. A wonderfully macabre jester 58
  • 16. EMP_FLA_57_74 26/1/04 2:08 pm Page 59 The charade was revealed for what it was; a conjuration of from Demitri’s left confirmed; a thin and short character, Chaos. Slime trails left by the actors spat and bubbled. hunched over, face like some grim theatrical mask, split Human eyeballs, heads; real corpses diseased and rotting down the forehead. An infestation of flies buzzed around were strewn about the stage. These things wore no masks him as he fanned a set of tarot cards. “But your words but were daemons themselves! wound me sir,” he continued with mock offence, slicing open a cut in his wrist with one of the tarot cards. “We are but A weight like a heavy millstone fell about his neck and flesh like you,” he said, drawing closer, “if you prick us, do shoulders as Demitri made to rise. He turned; panic welling we not bleed?” With sniggering contempt, the tarot daemon in his heart. The ruinous powers were roaming free and squeezed the blood from his wound, which dripped down unchecked in the Empire! He looked to his brothers for aid, upon the Sigmarite talisman, dissolving it like acid. trying to raise the alarm. But they were all dead, horribly swollen with some unseen pestilence, pustules and boils on Instantly, Demitri could feel the effects of whatever malady their flesh spilling over with all the fervour of a grotesque had overtaken his kinsmen. He was defenceless. Head epidemic. Horrified, Demitri looked down to the burning at swimming, he whirled around drunkenly a myriad of his chest, he ripped away his shirt in pain and saw an icon grinning faces surrounding him; a brutish-looking clown, resting there, inscribed with the sigil of Sigmar. with daubed on face paint hideously joined with physical mutation, a dark grinning jester with a daemonic hand- Abruptly, a foul, filth-encrusted dagger came into view, puppet that chattered in sync with its bearer, a host of lifting the amulet from Demitri’s chest and leaving behind a grinning, sneering faces awash with colour that was bright red weal. and dirty at the same time. “Is this an icon of Sigmar I see before me?” a voice Demitri felt the sickness overtake him and sank to his knees reminiscent of bubbling flesh, asked. It was the head player, in the dirt. The dark jester lifted his chin up to face him as his moon-shaped face was covered in warts and boils and his hand-puppet spoke for him. he was dressed in thick gaudy robes. “Why then,” it said, the talisman’s resistance ebbing, “Your Demitri was terrified. “What have you done?” he stomach is mine oyster,” he continued as a sudden silver stammered, recoiling. flash from a dagger caught Demitri’s eye, “which I, with The head player moved forward a step, keeping pace as sword, shall open,” the jester himself concluded darkly. Demitri lurched back. As the blade slipped in and the Carnival players began their “Foul worshippers of Chaos!” he cried defiantly, suddenly grisly work one last thought occurred to Demitri. aware that he was surrounded. “Helena!” he cried, with the last of his dying breath, “My “Yes, alas, that is wife…” true my noble The head player loomed into view, his moon-like visage lord,” a voice blotting out Demitri’s sun for the last time. “She’s my wife now Demitri…” 59
  • 17. EMP_FLA_57_74 26/1/04 2:09 pm Page 60 No one knows from whence it came, the dreaded The Carnival of Chaos is the sick joke of the Great Carnival of Chaos. Some have rumoured that it was Lord of Decay, the Chaos god known as Nurgle. once a gypsy caravan from the east of the Empire, Thrice cursed Nurgle is also known as the wandering folk that brought their colourful fare unspeakable Master of Plague and Pestilence and from village to village entertaining the poor rural the players in the Carnival are his corrupt folk of the Empire with their lavish shows and stage followers and worshippers. They are those who plays. If this past is the truth then what it has have sold their souls for a twisted form of become in the present is far more sinister and immortality through embracing death, deadly. Still it wanders the rural backwaters of the destruction and decay – learning to love Nurgle’s Empire, in a colourful cavalcade of wagons, its folk many and varied gifts. It is not known how many dressed in the colourful finery of travelling players, Carnivals of Chaos there are or if the handful of bringing sonnet and song to excitable villagers and reports from the lips of petrified witnesses all peasants. refer to the same warband. Upon reaching a new settlement, these The leader of the Carnival of Chaos is outlandish showmen erect their stage and known as the Carnival Master and entertain the poor rural folk with songs and plays is reputed to be a sorcerer of of the dark days of the Empire. Tales such as: ‘The great power, wielding the Emperor’s True Face’, ‘Orfeo and Pustulate’, unclean magic of his lord to ‘Papa Noigul’s Festering Children’ and ‘A cause suffering and death Midsummer Nightmare’ wow the enraptured through disease and decay. Through throng. dark ritual and sacrifice, the Carnival Master summons forth the cackling, decaying Daemons Strongmen perform feats of incredible prowess to of his patron god to take part in the twisted the adoration of the crowd, whilst players in masquerade. His mortal followers carefully garish, grinning masks juggle balls, knives and nurture their newly acquired diseases, blessings flaming brands. As the crowd’s numbers increase, of their gregarious deity and vie for power and a fool in bright jester’s garb with an inflated pig’s advancement under his watchful gaze. The most bladder on a stick leaps from one enthralled blessed of these twisted, insane creatures are watcher to the next joking and cackling, poking those known as the Tainted Ones. These are often and prodding. the right-hand ‘men’ of the Carnival Master and It is only when the show reaches its blasphemous their bodies are wracked with a multitude of foul climax, as the sun begins to set, that the truth of diseases and mutation. The Carnival of Chaos is the Carnival of Chaos is revealed in all its putrid, justly hunted by the many bands of zealous Witch festering glory. For these are no mere wandering Hunters that traverse the lands but always seems thespians and entertainers. When the players to be just one step ahead of the Sigmarites and perform their final act, known as the ‘Dance of continues to follow its merry path, bringing the Death’, the enchantments covering their true blessings of Nurgle to all. visages slowly slip away revealing them to their blissfully ignorant audience for they are Special Rules cavorting, cyclopean daemons with rotting flesh Dangerous to Know: Because of its rather hanging from yellowing bones. What were diseased nature a Carnival of Chaos warband originally considered intricately decorated would find it very hard to keep any Hired Swords masks and cleverly applied make-up is soon alive! Therefore, a Carnival of Chaos may never revealed as the players’ true horribly mutated hire any type of Hired Sword. faces, covered in pustules and pox-ridden lesions. As the villagers’ expressions turn from those of elation to abject terror at the sight of these horrific visions the slaughter begins. By now most of the folk who made up the cheering audience would have already succumbed to the virulent diseases spread by these malevolent players. The insidious Carnival Master, accompanied by his cackling fool, rounds up those unfortunate women and children that remain alive, taking a finger from each of his new brides, exclaiming “You’re my wife now!”. The survivors are then led away to an unknown fate and the village is left deserted, its inhabitants and livestock killed by innumerable diseases and plague. 60
  • 18. EMP_FLA_57_74 26/1/04 2:09 pm Page 60 No one knows from whence it came, the dreaded The Carnival of Chaos is the sick joke of the Great Carnival of Chaos. Some have rumoured that it was Lord of Decay, the Chaos god known as Nurgle. once a gypsy caravan from the east of the Empire, Thrice cursed Nurgle is also known as the wandering folk that brought their colourful fare unspeakable Master of Plague and Pestilence and from village to village entertaining the poor rural the players in the Carnival are his corrupt folk of the Empire with their lavish shows and stage followers and worshippers. They are those who plays. If this past is the truth then what it has have sold their souls for a twisted form of become in the present is far more sinister and immortality through embracing death, deadly. Still it wanders the rural backwaters of the destruction and decay – learning to love Nurgle’s Empire, in a colourful cavalcade of wagons, its folk many and varied gifts. It is not known how many dressed in the colourful finery of travelling players, Carnivals of Chaos there are or if the handful of bringing sonnet and song to excitable villagers and reports from the lips of petrified witnesses all peasants. refer to the same warband. Upon reaching a new settlement, these The leader of the Carnival of Chaos is outlandish showmen erect their stage and known as the Carnival Master and entertain the poor rural folk with songs and plays is reputed to be a sorcerer of of the dark days of the Empire. Tales such as: ‘The great power, wielding the Emperor’s True Face’, ‘Orfeo and Pustulate’, unclean magic of his lord to ‘Papa Noigul’s Festering Children’ and ‘A cause suffering and death Midsummer Nightmare’ wow the enraptured through disease and decay. Through throng. dark ritual and sacrifice, the Carnival Master summons forth the cackling, decaying Daemons Strongmen perform feats of incredible prowess to of his patron god to take part in the twisted the adoration of the crowd, whilst players in masquerade. His mortal followers carefully garish, grinning masks juggle balls, knives and nurture their newly acquired diseases, blessings flaming brands. As the crowd’s numbers increase, of their gregarious deity and vie for power and a fool in bright jester’s garb with an inflated pig’s advancement under his watchful gaze. The most bladder on a stick leaps from one enthralled blessed of these twisted, insane creatures are watcher to the next joking and cackling, poking those known as the Tainted Ones. These are often and prodding. the right-hand ‘men’ of the Carnival Master and It is only when the show reaches its blasphemous their bodies are wracked with a multitude of foul climax, as the sun begins to set, that the truth of diseases and mutation. The Carnival of Chaos is the Carnival of Chaos is revealed in all its putrid, justly hunted by the many bands of zealous Witch festering glory. For these are no mere wandering Hunters that traverse the lands but always seems thespians and entertainers. When the players to be just one step ahead of the Sigmarites and perform their final act, known as the ‘Dance of continues to follow its merry path, bringing the Death’, the enchantments covering their true blessings of Nurgle to all. visages slowly slip away revealing them to their blissfully ignorant audience for they are Special Rules cavorting, cyclopean daemons with rotting flesh Dangerous to Know: Because of its rather hanging from yellowing bones. What were diseased nature a Carnival of Chaos warband originally considered intricately decorated would find it very hard to keep any Hired Swords masks and cleverly applied make-up is soon alive! Therefore, a Carnival of Chaos may never revealed as the players’ true horribly mutated hire any type of Hired Sword. faces, covered in pustules and pox-ridden lesions. As the villagers’ expressions turn from those of elation to abject terror at the sight of these horrific visions the slaughter begins. By now most of the folk who made up the cheering audience would have already succumbed to the virulent diseases spread by these malevolent players. The insidious Carnival Master, accompanied by his cackling fool, rounds up those unfortunate women and children that remain alive, taking a finger from each of his new brides, exclaiming “You’re my wife now!”. The survivors are then led away to an unknown fate and the village is left deserted, its inhabitants and livestock killed by innumerable diseases and plague. 60
  • 19. EMP_FLA_57_74 26/1/04 2:09 pm Page 61 Carnival of Chaos skill tables Combat Shooting Academic Strength Speed Master ✓ ✓ ✓ ✓ ✓ Brutes ✓ ✓ ✓ Tainted Ones ✓ ✓ Carnival equipment lists The following lists are used by the Carnival of Chaos to pick their weapons: Hand-to-hand Combat Weapons Armour Dagger ........................................1st free/2 GC Light Armour .........................................20 GC Mace.........................................................3 GC Heavy Armour........................................50 GC Hammer ...................................................3 GC Shield .......................................................5 GC Axe ...........................................................5 GC Helmet ...................................................10 GC Sword.....................................................10 GC Brute Equipment list Double-handed Weapon........................15 GC Double-handed Weapon........................15 GC Spear ......................................................10 GC Flail ........................................................10 GC Halberd ..................................................10 GC Morning Star..........................................15 GC Missile Weapons Bow........................................................15 GC Short Bow ..............................................10 GC Pistol ............................15 GC (30 for a brace) Choice of Warriors Tainted Ones starts with 0 experience. A Carnival of Chaos warband must include a Henchmen starts with 0 experience. minimum of three models. You have 500 Gold Crowns to recruit your initial warband. The Maximum Characteristics maximum number of warriors in the warband With the exception of the Plague Bearers and may never exceed 15. Nurglings which do not acrue experience all other members of the Carnival of Chaos use the Heroes maximum characteristics for Humans. Carnival Master: The Carnival of Chaos must have one Master to lead it – no more, no less. Brutes: Your warband may include up to two Brutes. Tainted Ones: Your warband may include up to two Tainted Ones. Henchmen Plague Bearers: Your warband may include up to two Plague Bearers. Brethren: Your warband may include any number of Brethren. Nurglings: Your warband may include any number of Nurglings. Starting Experience Carnival Master starts with 20 Experience. Brutes starts with 8 Experience. 61
  • 20. EMP_FLA_57_74 29/1/04 4:20 pm Page 62 Heroes 1 Carnival Master Profile M WS BS S T W I A Ld 70 Gold Crowns to hire 4 4 0 4 4 1 2 2 7 These lead the diabolical Carnivals of Chaos. They Weapons/Armour: Brutes may be equipped with are the chosen of Nurgle and wield sorcerous weapons and armour chosen from the Brute powers gifted to them by their pestilential god. Equipment list. The Master is a power-crazed individual that leads his coven of Daemonic entertainers throughout SPECIAL RULES the backwaters of the Empire, tainting villages and Unnatural Strength: Brutes start the game with settlements with disease. To the backward the Strongman skill from the Strength skill list in peasantry of the Empire’s rural settlements, the the Mordheim rulebook. Master comes across as an exotic and charismatic showman bringing outlandish entertainment into 0-2 Tainted Ones their otherwise dreary lives. It is the Carnival 25 Gold Crowns to hire Master’s cunning and clever enchantments that (+Cost of Blessings of Nurgle) help to keep his minions one step ahead of the The Tainted Ones are those that are most blessed patrols of the many Witch Hunter bands that and favoured of Father Nurgle. They hold a rove the land. position of great importance within the hierarchy of the Carnival. They are often heavily robed and Profile M WS BS S T W I A Ld protected by powerful enchantments, for beneath 4 4 4 3 3 1 3 1 8 their robes are unspeakable horrors. The bodies of Weapons/Armour: The Master may be equipped the Tainted Ones are so wracked with disease and mutation that it is unsafe for even the other mortal with weapons and armour chosen from the members of the warband to touch their bare skin. Carnival of Chaos Equipment list. Ironically, they take the most prestigious role in SPECIAL RULES the Carnival – the fool. The Tainted Ones leap and Leader: Any models in the warband within 6" of prance about the audience, dressed as jesters, the Master may use his Leadership instead of their when the Carnival is performing, laughing and own. joking with the gathered throng infecting them with their multitude of horrendous maladies. Wizard: The Master is a wizard and uses Nurgle These twisted creatures are exceptionally Rituals. See the Magic section for details. dangerous opponents in combat too, for it is said that they carry the dreaded and incurable Nurgle’s 0-2 Brutes Rot. 60 Gold Crowns to hire Profile M WS BS S T W I A Ld These are a very specific type of mutant that have 4 3 3 3 3 1 3 1 7 had their constitution bolstered by the unnatural vitality of the Lord of Decay. Nurgle’s foul Weapons/Armour: Tainted Ones may be attention has transformed what were once men equipped with weapons and armour chosen from into massive, statuesque creatures rippling with the Carnival of Chaos Equipment list. diseased muscles and a supernatural vigour. Brutes are immensely strong individuals and SPECIAL RULES their part in the masquerade that is the Nurgle’s Blessings: Tainted Ones must start the Carnival of Chaos is as strongmen performing game with one or more Blessings of Nurgle. See feats of strength to entertain the crowds. the Blessings of Nurgle that follow. They are nearly always hooded in the nature of executioners for although their bodies appear outwardly strong and healthy, their faces are often riddled with disease and are half-decayed. In battle, they wield huge hammers and flails with reckless abandon, whirling them around their heads like children’s toys. 62
  • 21. EMP_FLA_57_74 26/1/04 2:09 pm Page 63 Henchmen (Bought in groups of 1-5) 0–2 Plague Bearers Plague Bearer but distract foes by buzzing into eyes, nostrils and mouths. A Plague Bearer’s close 50 Gold Crowns to hire combat opponent suffers a -1 to hit modifier on all Plague Bearers are daemons of the Chaos god attacks. Nurgle, also known as the Lord of Decay. They can be identified by their cyclopean faces and Stream of Corruption: Plague Bearers can horrifically decayed bodies. Their entrails hang spew forth a grotesque stream of maggots, entrails from tattered holes in their grey-green, pox- and filth. This is counted as a shooting attack with ridden flesh and the aura of death and decay a range of 6" and is resolved at Strength 3 with no surrounds them. They are sometimes known as saves for armour. the Tallymen of Plagues or Maggotkin and are Demonic: Plague Bearers are Daemons of the highly revered by the mortal members of the lord of disease, Nurgle, and are not made of living warband. As with all Daemons they can never be flesh but the eternal and unchanging forces of killed or destroyed for good so long as the power Chaos. Therefore they never gain Experience. of their god prevails. However, their presence in the mortal world is tenuous and can only be Immune to Poison: Plague Bearers are the maintained for long periods by Dark Magic and Daemonic embodiment of disease and pestilence. sacrifice. In the Carnival, the Plague Bearers revel They are totally immune to all poisons and in their showy roles as stage actors and players, diseases. dressing in filth encrusted but ostentatious Immune to Psychology: Plague Bearers are doublet and hose. Daemons and do not know the concept of fear. Profile M WS BS S T W I A Ld They automatically pass any Leadership-based test 4 4 3 4 4 1 4 2 10 they are required to take. Weapons/Armour: None. Plague Bearers have Cause Fear: Plague Bearers are horrifying huge filth encrusted claws, which they use to tear supernatural creatures and therefore cause fear. and slash at their foes. They therefore neither Daemonic Aura: Due to the magical, intangible need nor use weapons and cannot wear armour. nature of Daemons they have a special Armour save of 5+. This is modified by the Strength of the SPECIAL RULES attack as normal and is completely negated by Cloud of Flies: Plague Bearers are surrounded magic weapons and spells. Plague Bearers’ attacks by a cloud of flies, which buzz around them and are considered as magical also. their combat opponent. They do not affect the Daemonic Instability: Plague Bearers are bound to the world by Dark Sorcery that is highly volatile and unstable. If taken out of action a Plague Bearer is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). In addition, if the warband routs then every Plague Bearer in the warband must take an immediate Leadership test. If this test is failed, then the Plague Bearer counts as destroyed. Nurglings 15 Gold Crowns to hire Nurglings are tiny Daemons of Nurgle and are viewed by other followers of the pus god as akin to his beloved children. They are like rotten boils with legs and razor sharp teeth, that pick and tear and infect their foes with filth-encrusted claws. Nurglings are generally more of a nuisance in a fight than any real threat but in sufficient numbers can overwhelm even the toughest of warriors. Nurglings are mischievous little bundles of filth and pus and take great delight in their part in the Carnival of Chaos, not only as musicians but also as fools and slapstick comedians. Nurglings often befriend the children of each village they 63