The annual Thanksgiving Mordheim Madness event is in two days, and I have written up a special scenario for it, Prison Break. I am really excited to play this with 6-8 people, which is what we should have as a group, making for one of the most hectic multiplayer games I will have ever been involved with. I wrote this scenario originally back in 2003, but haven't played it since. But the time has come to bring it back from its dusty corner in the library and onto the table for play. The usual crew will be in attendance, plus some other friends, and we should be able to get a 4x6 table completely kitted out thanks to the magnificent scenery of Helmet of Justice and my own pieces. I'll have some photos up after the game for sure.
Prison Break
The Mordheim Gaol was badly damaged by the comet, and in the immediate aftermath many of the inmates escaped. However the most dangerous prisoners were in the better constructed solitary cells, and only after further building deterioration did they manage to escape. Some blame it on chaos cultists, but nobody knows for certain. But now the inmates are on the loose, and the few remaining powers that be either want them dead or in chains, or working for them if they are unscrupulous.
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. The only terrain constant is that a ruined building representing the prison is in the center of the table. I suggest that the terrain is set up within an area roughly 4' x 4', larger if more players are involved.
Warbands
Players setup according to multiplayer rules.
Special Rules
Prisoners: There are many deadly inmates who escaped from the prison, but the worst were saved for last. Sensing an opportunity to make good on their escape, the prisoners will attempt to work with the warbands to ensure that it happens. Each player will choose one inmate from the selection to control for the game. This prisoner will have all the abilities and stats listed on his card profile. The controlled prisoner will be able to attack on the players turn. The prisoner has no qualms about attacking other inmates as well. The prisoner will be setup within 4” of the prison building closest to the controlling players warband. At the end of the match the prisoner may be hired by the warband as per hired sword rules.
Rewards: At the end of the game for every prisoner a player takes out of action, they may receive an additional shard of wyrdstone from the authorities for turning them back in. Or if they are evil aligned, they may sacrifice them for an additional +1 experience point per prisoner for the warbands leader.
Ending the Game
The game ends when all but one warband fails its Rout test. The routers automatically lose.
Experience
+1 Survives: If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 per Prisoner taken out of action
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts Out Of Action.