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Breakthrough
(Down-On-Their-Luck Scenario)
Breakthrough Scenario
This scenario is from the Mordheim rulebook, with slight modifications.
Warbands have knowledge of a valuable commodity or undertaking in the area. The attacking warband happens to know the exact location of this fortune and needs to just break past enemy warbands in order to snatch it right from under their noses. The defender suspects that this prize is close by but needs to rout any opposition in order to locate it at their leisure.
THIS SCENARIO IS FOR 2 WARBANDS ONLY
One warband attempts to move 25% of their warband deep into their opponent’s deployment zone.
The attacker wins if 25% of their warband moves within 2” of the opposite table’s edge or routs the defender. The defender wins by routing the attacker.
Optional Victory Value: 1
Experience
Scenario Summation
Appropriate terrain
What You Need For The Game
Settlements
None.
The winner of the scenario can choose whether the reward is an Ambush Point, a Chapter Goal, a Side Quest Objective, or Gold Crowns.
Reward
Terrain
The type of terrain, urban or rural, is already determined. Set up the terrain normally.
The player who selected the terrain for the game chooses whether to be the attacker or defender for the battle. If the administrator has selected the terrain, players roll off, the winner choosing which warband is the attacker and which the defender.
The attacker deploys first placing their models within 8” of any table’s edge. The defender deploys next placing their models anywhere on the table, but no defending model can be placed closer than 14” to enemy warriors.
Deployment
After deployment place Random Fortune Markers normally. If you are playing the scenario during campaign turns 1-9 roll a D66 on the Random Fortune Table when determining random fortune discoveries. If you are playing campaign turn 10+ roll a D100.
Random Fortune
Special Rules
None.
Starting the Game
The attacker starts the game.
If one warband fails their Rout Test, the game ends and the remaining warband wins.
Alternatively, if the attacker manages to move 25% or more of the models they started the battle with, to within 2" of the table’s edge opposite to their deployment zone, they have broken through and win the game.
Ending the Game
+1 Survives
+1 to the Winning Leader
+1 Per Enemy Out of Action
Experience
Scenario Rewards
The winner of the game can choose from one of the following:
The warband rescues someone or something that will earn them the gratitude of an agent willing to spy for them. Add 1 Ambush Point to your warband’s assets.
Ambush Point
If the chapter you are playing includes a Chapter Goal, the player can choose this reward to be in the running for receiving one.
Chapter Goal
Side Quest Objective
The warband discovers an objective to any currently active side quest.
The warband finds a windfall of money! This equals 20 gold crowns + 5 multiplied by the current campaign chapter.
For example, on campaign turn five this would be 20+(5x5) = 45 GC.
Gold Crowns
Remember to secure any uncontrolled carried items (including random fortune discoveries, but not random fortune markers) when the game ends.
Fill out your end of turn data sheet and send it to your campaign administrator.