Fortnight 3: The Big Stink

“Rats don’t move cheese ‘cross town without the Racket gettin a taste. Follow the stink, keep yer knives sharp, an’ when you see a tail disappear into a hole, don’t think, grab it! That’s our ticket to the finest stink this side o’ Altdorf.”
— Rollo “Two-Spoons” Tumblefoot, Don of the Pork Pie Protection Racket

The streets of Mordheim reek of corruption, mold, and cheese. For weeks, rumors have bubbled up from the undercity — the Skaven are smuggling warp-tainted cheese, a glowing, mutagenic delicacy known as “The Big Stink.” The stuff is said to drive rats into a frenzy and men mad with power.

Word of the operation reached the Pork Pie Protection Racket not through their usual informants, but through the Gastromancers — those gluttonous sorcerers who claim to taste fate in every morsel. They spoke of “a grand opportunity,” whispering that the Skaven were moving their haul through the sewers that very night.

Rollo “Two-Spoons” Tumblefoot doesn’t trust them — not one bit — but he’s never been one to turn down free intel, especially when it involves cheese and profit. The halfling mob rallies their associates, to check on the intel and find out if they really can get the Big Stink. Thats when they send in the main crew to do the heist.

Little do they know, every move they make is another note in the Gastromancers’ dark recipe — one that’s already simmering toward chaos.

Overview

Two warbands fight to uncover the exact sewer entrances and exits that lead to the Skaven Warp Cheese stash. According to the intel its 4 out of the 9 in the area.

Setup and Deployment

On a 4' by 4' board setup markers numbered 1 through 9 that represent the sewer entrances that lead to the stash of warp cheese. The markers must be 8" or more from a table edge, and 12" or more from eachother marker.

From a deck of cards take 4 cards that are diamonds to represent the correct entrances. Take 5 black suit cards to represent the incorrect entrances. Shuffle them together and deal one to each entrance face down.

Rolloff to see who deploys first. The first warband deploys all their warband members within 4" of the marker closest to a board edge. The second warband to deploy, deploys all their members with 4" of the marker that is the furthest from the 1st warband's marker.

Sewer Entrances

After a warband has completed its movement phase, each model not engaged in combat, within 1" of a marker, may check the sewer entrances by rolling a d6, passing on a 6+. A model may receive assists from other unengaged friendly models within 1" of the entrance, adding +1 to the result for each assist. Assisting models give up the chance to make individual checks. Models checking or assisting give up all other actions this turn.

For example, 6 models within 1" of a sewer entrance may make 6 separate rolls, or they could make 1 roll with a +5 mod guaranteeing success.

Successful check rolls allow the player to privately look at the card assigned to the sewer entrance. Gastromancer alligned players are encouraged to bluff, double bluff, and/or triple bluff the result. Especially if their opponent has already checked it themselves.

Skaven

The Skaven will not allow the intruders to rat them out. Treat Skaven as a 3rd warband, that will marchblock, and be the closest target for shooting.

At the start of every Skaven turn roll on the table below. There can be a maximum of 3 clanrats and 1 rat ogre on the board at any time. If you roll a result that would go over, add Skaven until you reach the limit.

 d6 roll  Result
 1-2  No additional skaven emerge
 3  1 clanrat emerges
 4  2 clanrats emerge
 5  3 clanrats emerge
 6  1 rat ogre emerges
Use profiles from the Mordheim Rulebook. Clanrats (Verminkin) are armed WYSIWYG. Prioritize cheapest load out Skaven coming out first.

Place all newly emerged Skaven that turn together, at a random Sewer entrance. If the entrance was being checked, then they count as charging the models checking. For multiple models, randomize charges.

The Skaven are emboldened to protect their precious Warp Cheese. They will charge or move towards the nearest warband member, and do not take All Alone tests. Ignore Stupidity for the Rat Ogre as the Warp Cheese has enhanced its intellect. In multi-combat, randomize targets.

Warband members that land the killing blow on a Clanrat will find and pickup Warp Cheese from the rat corpse on a d6 roll of a 5. Landing a killing blow on a Rat Ogre will automatically get the victor d3 Warper Cheese. There is no limit to Warp Cheese carried. Warp Cheese holders taken OoA in combat lose the cheese to the victor. Otherwise if holders are taken OoA any other way the cheese is lost.

Ending the game

The game ends immediately when a warband has routed. Alternatively the game ends immediately when one warband has uncovered the correct 4 entrances. Players who do so are encouraged to stylishly reveal the cards to the correct entrances.

Winning the game

The winning warband is the one with the most points.
● +1 point per correct entrances uncovered
● -1 point for involuntary rout
● -4 points for voluntary rout

Rewards

Each warband gets a wyrdstone for each piece of cheese held at the end of the game. You may only get rewards for cheese once this campaign.

Experience

+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy or Skaven he puts out of action.
+1 Per Cheese held. Any Hero earns +1 Experience for each Cheese held at the end of the game.
+1 Surviving. Any Hero or henchman survives the scenario they get +1 Experience.

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