Bugman’s Ale

(Chapter 3)

Scenario 1: Bugman’s Ale

- Written by Timo Kurvi

Mordheim’s annual First Quaff celebrations are next week and the dwarves of the World’s Edge Mountains wish to showcase Josefferous Bugman and his signature new brew, Bugman’s Ale, which they are sure is bound to become a classic someday. However, during a night on route to Mordheim, Haug the Horrible and his Bastardly Bandits snuck off with 5 barrels of the brew. Frustrated, the dwarves haul their remaining stock to Sigmar’s Haven and ask for help in recovering the stolen beer. Cutthroat’s Den Don, Jacopo Capoferro, also recieves word of the stolen barrels and wishes to recover them for himself in order to compare the ale to his own entry in next week’s competition.

  Both camps will reward anyone recovering the barrels. Warbands catch up with the Bastardly Bandits in the Forest Way outside the city. Haug fully lives up to his nom de guerre by fleeing the field, leaving behind scattered barrels of Bugman’s.

  • A rural terrain battle over who can secure the most barrels of Bugman’s Ale (which are heavy carried items).

  • The game ends when all barrels have been removed from the table or only one warband remains.

  • The warband which secures the most barrels at the end of the battle wins the game. 

  • An objective to the Verteidiger’s Revenge Side Quest can be found.

  • Optional Victory Value: 1 

  • Experience

Scenario Summation

  • Rural terrain

  • Up to 5 barrel markers

  • Model/marker for Father Micha

What You Need For The Game

Settlements

10 GC for each barrel delivered to Sigmar’s Haven. One Loyalty Point to Sigmar’s Haven if 3 or more barrels are returned.

Reward Sigmar’s Haven 

One dose of Black Lotus poison for each barrel delivered to Cutthroat’s Den. One Loyalty Point to Cutthroat’s Den if at least 3 barrels are returned.

Reward Cutthroat’s Den

In this scenario a warband can choose to divide secured barrels to both settlements earning the basic rewards from each. Alternatively a warband can choose to keep any secured barrel of Bugman’s Ale for themselves! Doing so will earn the leader of your warband the Beer Burglar Bounty, if you are using the optional rules for bounties. Note, Bugman’s Ale is unknown in the area until the First Quaff festival, so you may not sell any barrels until your post battle sequence of chapter four.

Reward Special rule

The Forest Way is a tended wood that slowly becomes more dense as paths lead into the Great Forest. In the center of the table set up an area aproximately 12”x 12”, representing Sigmar’s Peace Garden. Fill with individual trees and bushes, maybe a small pond on the side, for example. In the very center of the garden, place the model for Father Micha. Also within the garden place a number of Bugman’s Barrels equalling 5 minus the number of players. So a two player game places 3 barrels in the garden and a three player game places 2. Place the barrels as equally distanced apart as possible.

  Fill the rest of the table with rural terrain normally.

Terrain (rural)

Deployment

Warbands deploy normally.

Random Fortune 

No random fortune in this game.

Huuuge Kegs: All Bugman’s Barrels are heavy carried items. They cannot be placed into storage containers.

Special Rules 

“100 Barrels of Beer on the Wall…”: Warriors that succeed in carrying a barrel marker off any table’s edge secures it for the glory of their warband. Such warriors are not considered to be out of action but cannot return to the game.

Abandoned Ale: Each player has the possibility of discovering a barrel of Bugman’s Ale starting from turn 3. After your movement phase select one of your warriors and roll a scatter dice. Place a new barrel marker in the direction indicated on the scatter dice 2D6 inches away from the selected warrior. Should this result in the barrel being located off the table or on impassible terrain, the opponent who had the last turn can choose a different warrior from your warband and place the barrel anywhere within the dice roll from this model.

  If a warband routs before placing a barrel, it is not found in this game.

We Can’t Leave the Ale!: Warbands controlling or tied for controlling the most barrels remaining on the table cannot voluntarily rout (warriors are inspired by victory being close at hand!), but will rout if they fail a rout test.

Sigmar’s Peace Garden: Lector Michalleonus Krausmann (better known as Father Micha), is the venerable head of Mordheim’s cult of Sigmar. A good friend of former watch captain, Hugo Verteidiger, both would come to this grove in the Forest Way to discuss any serious issues troubling them. Father Micha dubbed the grove Sigmar’s Peace Garden, and the name was only used between the two friends. Thus the message left on the wall of the Raven Barracks last week was clearly a sign to the Lector to come to their meeting place, and Michalleonus has honoured that call. Here the Lector has found a letter from Hugo and is in the middle of contemplating it when warbands arrive.

If Father Micha ever comes into contact with warriors from a Possessed, Undead, Skaven (or any similar “evil” warband like Orcs), or a Sisters of Sigmar warband, Micha retreats from the battlefield dropping Hugo’s Letter. Remove his model and replace it with a marker for the letter, a light carried item.

Whenever Father Micha comes into contact with warriors from any other warband make a leadership test for the warrior. If you succeed, the Lector will allow the warrior to escort him safely off any table’s edge securing him (just like for Bugman’s Barrels). Treat Father Micha as a normal carried item. If you fail the test, Father Micha flees 2D6” in a random direction and then stops, waiting until another warrior comes into base contact. Father Micha’s flee will stop at any table’s edge.

When the game ends the warband that controls either Hugo’s Letter or Father Micha earns an objective to Verteidiger’s Revenge-Side Quest.

Starting the Game 

Determine order of play normally.

The game ends when all barrels have been taken off the table or only one warband remains. The winning warband is the one that secures the most barrels. If this number is tied, no one wins.

  Remember to secure all uncontrolled carried items before removing your warriors from the table. Note, that like all heavy carried items Bugman’s Barrels may not be automatically secured should controlling warriors have a combined strength less than 6, and are in line of sight and charge range of standing enemy models.

Ending the Game 

+1 Survives

+1 to the Winning Leader 

+1 Per Enemy Out of Action

+1 to the first Hero to come into base contact with Father Micha

+1 to any hero that leaves the table transporting a barrel of Bugman’s Ale

Experience


Scenario Elements

Bound to be a favourite drink for years (if not centuries…or millennia?) to come, Josefferous Bugman is proud to bring his perfected brew for the manlings’ initial tasting. The barrels are all heavy carried items.

Warbands which choose to keep any barrels for themselves cannot sell them during this chapter (no one knows about them yet), and must bring them to the battlefield each chapter until used or sold. If you are using the optional rules for bounties, keeping any barrel results in your warband’s leader suffering the Beer Burglar Bounty.

Bugman’s Ale Barrels 

Post Game

Chapter 3 - Not Business As Usual