The Memorial Gardens

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The Memorial Gardens The memorial gardens of Mordheim, it s said, was the soul of the city. Far largely than necessary for a city of its size, the gardens were more akin to a forest with patches of woodlands stretching for acres, lakes and streams and rolling grasses that the unwashed masses and nobles could enjoy as equals. Created by the first lord of the lost city, it was his intention to create a place where man and nature could occupy the same space and fine some measure of peace. The woodlands were filled with all manner of creatures from deer to trout to the wonderous giant frogs of Bretonnia. The Memorial Gardens were opened to the people of Mordheim on the death of its founder and named to reflect the gift given to the people. When Sigmar s judgement struck the city it is true that no part of the city was left untouched. The Memorial Gardens suffered greatly, the woodlands that surrounded the gardens being all be destroyed. But as a result the rest of the gardens were saved and in time the trees regrew. With an unnatural vigour some would say. The fact that the gardens survived is considered a miracle to most. The malnourished flocked to the gardens in droves eager to hunt the deer and wild horses and to strip the fruit from the trees. Few ever returned. Those that did spoke of animals infused with a holy fire and that the Wolves of Ulric stalked the woodlands to ensure only the pure and the righteous entered the last sacred place in Mordheim. Terrain This scenario can be played on a 4x4ft or 6x4ft board. The scenario is set in the Memorial Gardens so ideally should be played over a grass board. Features should include trees, hedges, walls, fountains, streams, ponds/lakes and other objects and natural features that one might find in a woodland park. Set Up 1. Roll a D6. The player with the highest score chooses which board edge they would like to come on from and whether or not to deploy first or second. For games with more than 2 players, the winner decides to deploy first or last. The remaining players deploy in ascending or descending order of dice rolls. 2. All players may deploy their warbands 6 inches onto the board, anywhere along their edge, but may not deploy a model within 14inches of an enemy model. 3. After all warbands have been deployed players roll a D6. The player with the highest roll takes the first turn. Experience Heroes gain experience for taking a model out of action (including creatures). Henchmen gain an experience point if they successfully slay a Rare Creature. Surviving models gain an experience point at the end of the game. The winning warband leader gains an extra point of experience. Ending the Game The naturally occurring springs found in the Memorial Gardens are said to possess remarkable rejuvenating powers. Identify a fountain, pond, spring, well or similar as the objective. This must be taken and held at all costs. The game ends when there is a single warband left standing. The territory is captured if the game ends with the winning warband within 2 inches of the edge of the objective. Blessings of the Gods The winning player gains an extra space in their warband thanks to the gardens bountiful foods and clean flowing water. In addition to this, the warband s captain gains +1 to their Strength or Toughness. Roll a D3 to determine which. These bonuses only are applied for as long as the warband controls the territory.

Blessed Be the Waters The Memorial Gardens is not only the last place in the city with fresh food and clean water, but its waters are pure and imbued with the blessings of Sigmar. Any unholy creature (Undead, Skaven, Chaos etc) that moves into or through any piece of water terrain is counted as having sustained a strength 2 hit as the purifying waters burns the very skin from bones, living or dead. In addition any model (except for zombies & dire wolves) that suffers a stunned result whilst stood in a pond, river, lake, stream etc is counted as out of action as they are unable to keep their head above water. Creatures in the Garden The Memorial Gardens are teeming with wildlife, much of it drawn to the gardens are the cataclysm as a safe place to hide, feed, or make a new home. Much of its animal population is benign but some of it is not. Before the start of the game roll 2D6 to determine how many dangerous creatures are within this area of the Gardens. Place a blank marker for every creature rolled anywhere on the board providing they are in or within 1 inch of a piece of scenery, not within 8 inches of another marker or a starting deployment zone. This represents the creatures hiding or lying in wait for a careless passerby. Feel free to place as many horses, deer and other nonthreatening creatures on the board as you like. They do not move but use a horses stat line if attacked. A creature can be spotted if a model is within 3 inches of, and has line of sight to, a counter (a creature cannot spot another creature). The creature is immediately determined, placed on the board and any special rules applied as necessary. The revealing player may not charge the creature they have found that turn but they may shoot at them. Revealed animals take their turn after all players have completed theirs. Roll a D6 to determine the kind of creature revealed: Roll Result 1 Giant Frog. Although Giant Frogs are not aggressive they will, when cornered defend themselves. Using their extremely powerful, toxin coated, tongue they will strike out at an attacker attempting to keep them at bay. 3 2 2 2 3 1 2 1 0 Tongue Attack: The Giant Frog can lash its tongue out at startling speeds, hitting a full grown man with enough force to knock them to the ground. It has a 6 inch range and suffers, nor gains, any modifiers to hit. In addition, a model that suffers a hit from a Giant Frog is wounded on an unmodifiable 4+ to represent the toxins coating its tongue poisoning its victim. Cowardly A Giant Frog will never charge another model and will always attempt to disengage after a round of combat has been fought. 2 Bear. Although bears are a common sight across the Empire, inhabiting every forest in its expansive borders, it does not make them any less deadly to humans or anything vaguely human-like. Most bears give humans a wide berth and will only attack if they starving or feel threatened. As such a bear will charge anything within 4 inches of it. 4 3 0 4 4 2 3 2 5

Roll Result Survival Instincts: Bears, although are ferocious hunters, are by no means stupid creatures and would rather retreat than lose their life. As such any time a bear is hit with any projectile weapon, including in close combat, but not wounded it must take an immediate leadership test to see if it turns tail and runs. It will continue to run until it either reaches a suitable terrain piece that can obscure it, or it is attacked, at which point it will automatically rally. Large Target: Because bears are, by no means, small creatures, models attempting to shoot them do not suffer a -1 to hit for long range. 3 Wild Cat. Wild Cats include Cougars, Lions, Tigers, Bobcats or any unholy mixture of the above. Essentially anything feline, massive and with a bad attitude. Wild Cats are a common sight in the city of the damned. Either escaped from the city zoo or having been drawn to the ruins by the charnel stench, these zenith hunters are renowned for picking off unsuspecting treasure hunters. It is little surprise, with such an abundance of fresh meat that these creatures have made a home for themselves in the gardens. 6 4 0 3(4) 3 2 3 1(2) 7 Hates Rats: All cats have an innate hatred of anything that scuttles. All Wild Cats count as having hatred against Skaven. Lightning Strike: A Wild Cat s reflexes are such that any turn they charge they gain +1 strength and attack for the first round of combat. In addition, such is their speed, they are allowed to immediately charge the model that discovers them, catching them unawares. Loud Bang: Cats naturally hate loud noises. Any time they are fired upon with black powder weapons, including warplock pistols, Wild Cats must take an immediate leadership test. Note this rule does not apply to close combat as the Cat is far too interested in ripping its victim s face off. 4 Spider Swarm. The gardens is full of spider nests, naturally drawn, as they are, to the dark, damp woodlands. Place a base of Spiders on the board. It will then move it s full movement value in a randomly determined by the scatter dice, the Spiders scattering after their discovery. If this takes them into base-to-base contact with another model (of any type) it will count as charging. In subsequent turns it acts as normal, attacking any model with 4 inches of it. 4 2 0 2 3 3 2 2 0 Causes Fear Ensnare: Instead of attacking as normal the spiders can attempt to ensnare its victim within a cocoon of web rendering it defenceless. Roll a single D6. On a 6 the model has become ensnared. The victim may attempt to break free during its turn on a hit and wound roll of 4+ otherwise it is counted as being struck automatically in combat. Scatter: Spiders aren t known for their bravery. Should a swam sustain a wound or otherwise lose combat it will automatically break and run 3D6 inches towards the nearest cover or board edge. However they will automatically rally providing they are not within 4 inchest of another model. Note that spiders will attack other spiders if they are the closest model.

Roll Result 5 Squig. Of all the things to find a home in the Memorial Gardens, the most perplexing is the rare presence of an Orc Squig. Although never alive for very long thanks to the largely unpolluted environment, they are still deadly and always ready for the chance to snack on an unaware human. 4 4 0 3 2 1 1 1 5 Gaping Maw. A Squig is little more than a mouth with legs and are quick to consume their prey. Any model that is stunned by a Squig is taken out of action on a further D6 roll of 6 as the Squig takes the opportunity to have a snack. Bounding Charge. Because of the Squig s natural bounding, leaping, movements it may ignore any difficult terrain, except for anything that it would finish its movement on and otherwise be hazardous. In addition, a Squig may charge any model it chooses, ignoring zones of control and line of sight. 6 Rare Creature. The model has stumbled across a rare beast indeed. Roll on the chart below to deter mine what he has discovered. Roll a D3 Roll Result 1 Hatchling Dragon. Dragons are extremely rare by any standards. To find a hatchling dragon is rarer still, and often fatal. But the person that can bring home a dragon hatchling, alive or dead, would be made a wealthy man for his efforts. A hatchling will not charge and moves it s standard rate at random using the scatter dice. If the hatchling moves into contact with another model it counts as having charged. 3 3 3 3 3 3 1 2 10 Scaly Skin: Even as a hatchling, dragons have incredibly tough scales warding off all but the most determined of attacks. The hatchling gets a 5+ unmodifiable save against all attacks. Breath Attack: Although but a hatchling its fire breath is still deadly. Instead of making a normal close combat attack it may choose to use its breath attack instead. This is an automatic Strength 2 at tack that hits all models within 6 inches in a 90 degree arc to the front. Saves are taken as normal. 2 War Ape. War Apes are rare. There are only a few amphitheatres that would allow to be used in games, and fewer ring masters that have the stomach to goad such creatures into a killing frenzy. Theodore Haus was one such man. Thousands would flock to the Amphitheatre to watch the beast tear pit fighters limb from limb. As such the ape will attack any model within 4 of them. 4 4 0 3 4 2 2 2 7 Large Target: Because bears are, by no means, small creatures, models attempting to shoot them do not suffer a -1 to hit for long range. Crushing Blow: The Ape s immense size and strength can crush even the largest of men. Any rolls of 6 to hit in close combat wound automatically. Swing: Apes are at home in the wilderness. If the Ape starts its turn in any terrain (other than water) it can move up to 12 inches.

Roll Result 3 Winter Wolf. Winter Wolves are almost as rare as dragons. Said to be the harbingers of Ulric they are usually only ever seen at times of great bloodshed. Winter Wolves are believed to judge a mans existence. If deemed worthy they are free to go. Otherwise they are met with a swift, but grim end. Winter Wolves must move towards/charge the nearest model. 6 4 0 4 4 2 4 1 8 Causes Fear. Blessing of Ulric: The wolf is the symbol of the great God Ulric. As such, to kill one is to invite grave misfortune. If a model takes a Winter Wolf out of Action take an initiate test. If failed Ulric smites them from the heavens. The model takes a single strength 2 hit with no armour saves allowed. Acute Senses: The reflexes of Winter Wolves is as much a legend as the beast itself. Winter Wolves may parry.