Khemri2, Mordheim

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The Land of the Dead
Fynde herein, further
exploration of that
fell place, the Land
of the Dead. Study
wisely, foolish
mortals, these dark
and ancient
scriptures if ye are to
profit from this
nightmarish land
where none are
gifted eternal rest
and only undying
servitude awaits...
By Tommy Muller, Brian Coggin, Steve Gibbs, Robert walker & Terry Maltman.
www.grafixgibs.tripod.com/khemri/index.htm.com/lustria
Khemri
Khemri – The Land of the Dead
This is the second installment of Khemri – The
Land of the Dead; the new setting based to
the far south of the Old World amidst the
burning desert sands and lost temples of old
Nehekhara. This section introduces new
equipment and rules for fighting within the
great tombs of this realm of Undead.
Large Creatures:
Large creatures (Ogres,
Trolls, mounted models, etc.) can move and
run normally in rooms and halls but cannot
run in tunnels as they have to stoop. If they
charge in a tunnel they are limited to normal
movement.
Flying:
Flyers may fly only in rooms and
caverns where there is sufficient height. In
tunnels they must walk.
Blocking tunnels:
Space to move around in
tunnels is limited. For a model to pass by
another there must be a gap equal to the
width of the passing model’s base. This is
especially important to prevent models
charging around the back of an enemy who is
blocking a passage. In three-dimensional
terrain it is easy enough to notice this but care
should be taken when playing on two-
dimensional tiles.
Narrow passages:
On occasion tunnels will
be as narrow as 1". These are often secret
passages linking other locations. As they are
so narrow only models with 20mm or 25mm
wide bases will be able to creep along them.
Running is not possible. Large creatures will
not be able to enter a narrow passage at all.
Going Underground
Those of you who have played Warhammer
Quest will remember the fun of exploring
dungeons and encountering all manner of evil
creatures in the depths. You can also set
Mordheim games in dungeons using the
following rules. These rules are applicable to
any setting including Mordheim, Khemri and
the up and coming Karak Azgal – Halls of the
Dwarflords the prototype rules for this were
‘Mordheimquest’ were first featured in
issue 12 in the Rivers of Blood scenario.
FIGHTING IN TUNNELS
For the most part skirmishing in the confined
tunnels of a Khemrian tomb, the crypts and
sewers below Mordheim or a Dwarf
stronghold follow the normal rules for
fighting in city streets. There are however a
few additional restrictions on movement.
UNDERGROUND TERRAIN
There are several ways of
simulating tunnels and
catacombs. The simplest is the
tile system used in Warhammer
Quest. If you have access to that
game you can lay out a dungeon by
taking turns to place a tile which links onto a
previous one. If you prefer to explore an
unknown dungeon then use the rules below
for randomising tiles. If you don’t have the
Quest tiles they can be reproduced simply by
cutting rectangles from cereal packets and
painting or drawing details on the reverse
side.
For a regular dungeon player (and it can
become addictive!) it is worth constructing a
set of ‘Foot tiles’. Each player builds eight tiles
1 ft square each (hence the name) which can
be laid out to fill a 4' x 4' table in a variety of
ways. The tiles are made to standard
dimensions and are hence compatible no
matter who builds them. The simplest can be
painted onto a flat piece of card or board.
I have made a simple set by sticking
photocopies of Quest dungeon tiles onto cork
floor tiles. Those of you who visited
Games Day UK may have seen our demo table
with fully modelled 3D scenic modules.
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Khemri – The Land of the Dead
EXPLORE AS YOU GO
The following rules are for placing your
dungeon tiles for underground scenarios.
Each player starts with a small room at one
corner of the table. From there they will build
the Tomb as they go, unless the scenario
states other wise. Also a large room is placed
in the centre as the objective, unless stated
otherwise in the scenario. Start each turn by
rolling to see what type of tile to place on the
board and then roll a D6 to find out where to
place it. When adding a new tile it must:
1.
Connect to the tile you most recently
placed.
2.
Be placed in contact with a side of the
previous tile that is not connected to another
tile.
3.
Not go off the table.
Roll a D6 to determine which edge of the last
tile the new tile is placed against (eg, the last
tile you placed was a hall. Select each side to
be a different value 1-2 left side, 3-4 end,
5-6 right side. After rolling for the edge place
the new tile flat against that edge). You may
connect to other halls, rooms, etc, as you go
along, even those placed by your opponent.
Roll 2D6 to find out what type of tile you may
place on the board.
2D6 Tile
2
Large Room
3-6
Hall (corridor)
7-8
T-junction
9-11
Small room
12
the Foot tile standard every time a player
plays against a previously untried opponent,
the challenge of the table’s layout is renewed.
If both players have warbands that prefer to
kill at a distance, the Foot tile standard will
generate a table with lots of long hallways to
shoot down (making both players happy). If
both players are using warbands that prefer to
get ‘stuck in’, the table will be a labyrinth of
twisting hallways. If the players split in their
warbands fighting style, the table will have
elements of both. The last point in favour of
using this standard is one of simple
mechanics. If everyone is working to the same
standard, then the Set Up rules for any
scenario can take this into account as they are
being written, allowing for a more adaptable
set of scenarios. By allowing part of the
tabletop to use more traditional terrain a large
underground gallery can be created. This
could mean for a scenario that takes place in a
great hall, burial chamber, or treasure room
and the corridors around it. In essence, the
standard allows a ‘shorthand’ method of
describing very complex areas of the
underground setting.
Building the modular terrain for the Foot Tile
Standard follows these principles:
1.
While it would be nice for each tile to be
exactly 12" by 12", some allowance has to be
made for the fact that the tiles are not likely to
be perfectly square or the same size. If the tile
is fractionally under-sized then it will still
work fine. So the tile should be as close to 12"
x 12" without exceeding that measurement. If
there is to be error, then it must be
fractionally less than 12".
2.
All tiles are to be built with the
exit/entrance points centred on the
tile’s edges and all exit/entrances
should be 2" wide. Again there will be
some error in measurement but
doorways not fitting together exactly
between tiles will not cause the table to
‘warp’ (so they are much less critical).
3.
The minimum width for a hallway is 2".
This allows two 20mm or 25mm base
models or one monster base model
to effectively block a hallway but still
leaves enough room for you to
move them without getting stuck.
4.
The measurement between the most
distant exits must be no greater than 20". This
is to prevent players from creating filigree
labyrinth pieces that would take a dozen turns
to cross and screw up time based scenarios.
FOOT TILES
Foot tiles are modular terrain
sections for use in tunnel settings.
They are meant to be portable as
well as functional. Each Foot tile is
a 12" square piece of terrain for use
in underground scenarios. The rules for
creating them are standard for creating
modular terrain. There are several advantages
to using standardised tile rules. The foremost
of which is that each player can build terrain
that is ‘favourable’ to his style of play. A player
with a ‘shooty’ warband is going to want some
areas with long corridors that he can take
advantage of. A player with a close combat
orientated warband is going to want lots of
short hallways and areas roomy enough to set
up a good skirmish line in. Both players can
get what they want, provided they build it.
Which points the way to another advantage of
5
Room of your choice
Khemri – The Land of the Dead
5.
No section of the tile can cause a dead end.
Please note that if a pair of tunnels cross ‘over
and under’ each other, but never join it is still
acceptable.
6.
Each player is required to have eight tiles.
Of the eight tiles, five of them must have four
exits. The remaining three must have three
exits.
7.
The tiles may have terrain that builds
upward, but the tile’s height should never
exceed 6" and the area of the floor space may
not exceed 216 square inches. This allows for
a tile to be built that has a second storey, but
the area it covers can not exceed that of the
first floor’s area.
As long as the terrain created
adheres to these rules, the players
may build on the tile as they
choose. While I would like to see
players create their own layouts
in three dimensions by placing
walls on the tile, drawing and
colouring them would do fine. People who
feel that their modelling/painting talents are
limited could colour copy or scan the tiles
from WH Quest and paste them to the tile.
By agreement with your gaming group you
may also create larger chambers of maybe
2'x1' or even 2'x2'. These larger rooms should
still conform to multiples of the standard
dimensions for doorways. As large
underground chambers they should have
pillars to support the ceiling (obviously you
don’t actually have to model a ceiling!) and
lots of other cover. Think of the amount of
cover you would expect in Mordheim.
You may also want to create special ‘objective
rooms’. These are rooms containing a feature
which is used as a scenario objective. These
may be tombs, treasure chambers, a monster’s
lair or maybe a prison. These rooms are a
good excuse to use your imagination and go
to town with the detailing.
potential deployment zone. The warband
should all be placed within 8" of the entrance
doorway. Either the player can choose an
entrance in the same way as he would a table
edge or you can randomise the entrances.
Place one of the numbered counters that
come with the Mordheim box set adjacent to
each entrance and roll a D6. If you roll a non-
existent entrance or if the entrance is already
occupied by a warband, then re-roll.
Exits:
One of the nasty things about
dungeons is that as soon as you enter, the
door slams shut behind you. If there is a need
to get off the table with treasure or for a
breakthrough etc, then it should be done via a
different entrance unless the scenario says
otherwise. This stops wary warbands skulking
around their entrance waiting for other
warbands to fight all of the random monsters
or set off the traps.
Rooms:
Where the scenario calls for the
occupation or searching of a building then
treat a room as a building. A room is any
space 3" or wider in both directions. When
placing treasure markers you can either
randomise the rooms or randomise the
entrances to deploy in. Either way it prevents
one side taking advantage of the set-up.
The following are examples of how certain
scenarios are affected. Unless otherwise
stated, the scenarios follow the instructions
given in the Mordheim rulebook.
2. Skirmish
The warbands are each deployed at a random
entrance and fight until one warband routs.
4. Breakthrough
The attacker deploys within 8" of a chosen
entrance. The defender may then
deploy anywhere in the
dungeon at least 14" away
from any attackers. The
attacker wins if two of his
warriors leave the dungeon
via an exit other than the one
they entered by.
UNDERGROUND SCENARIOS
In general, any Mordheim scenario which can
be played in the streets of a ruined city can
also be played in the tunnels and chambers of
an underground dungeon. There are just a
few things that need to be changed:
Entrances:
When a scenario refers to
deployment on a table edge, it clearly isn’t
possible as there are no distinct edges in a
dungeon. Whichever way you construct your
dungeon there must be at least one entrance
per warband. Treat each entrance as a
7. Hidden Treasure
The warbands are deployed within 8" of a
random entrance. Warriors (not animals) must
search for treasure by exploring rooms. As
soon as a warrior enters a room roll 2D6. On
a roll of 12 the treasure is found. Warbands
may not search the room in which they start.
If the treasure is not found when there is only
one room left, then it must be in the last
6
Khemri – The Land of the Dead
room. The warband must carry the treasure
chest out of the dungeon via an exit other
than the one they entered the dungeon by.
Traps – Curse of the Ancients
The pyramids and tombs of Khemri were
regarded as sacred places where the spirits of
the dead resided in the afterlife. Tombs were
often filled with riches and treasures to bring
comfort to the dead in their final place of rest,
just as the dead themselves were elaborately
tended to in preparation for eternal life. To
prevent pillaging and the defiling of the
deceased, many tombs were equipped with a
series of deadly traps. Often these were
simple devices intended to ward off would-be
intruders, but in some cases intricate traps
capable of terrible destructive power were
found in the tombs of the wealthy and
powerful. Warbands exploring the tombs must
contend with these ancient devices, which are
still poised to kill an unwary intruder. Often
warbands will have to find alternate routes to
the tombs or risk suffering great losses to
these constructs of antiquity. However, some
experienced tomb raiders are well versed in
the manner and style with which the ancient
people guarded their dead, and possess the
ability to avoid and even disarm the traps that
await them beneath the surface of the desert.
The ancient peoples of Khemri had many
different designs for the traps that they would
set in the tombs. Over time, some of these
have become ineffective as their parts slowly
decompose or sieze up. Some of the traps
were quickly built, while others were built
into the structure of the tombs, and are
incredibly dangerous.
9. Surprise Attack
The defending player determines which
warriors are available at the start of
the game according to the
instructions in the rulebook. The
models are deployed anywhere
within the dungeon but must be
no closer than 8" to another model.
No model may be deployed closer than 8" to
an entrance. The attacker is deployed within
8" of a random entrance. Any defending
troops that appear after the first turn arrive
through hidden passages. Number the rooms
within the dungeon (you can use Mordheim
numbered tokens to show this) and
randomise which passage each Hero or
Henchman group, arrives through.
Using these principles, almost any Mordheim
scenario can be set underground. You may
also wish to make up your own based on
them. Oh, and if you want to try a multi-
player scenario then try Monster Hunt from
Best of Town Cryer. The Troll Slayers love that
one!
WHERE, WHEN AND HOW...
These rules are written for the Khemri setting
but can easily be adapted to others, such as
Mordheim or Lustria. We hope to bring you
alternate trap lists in the future.
Unless it states otherwise in the scenario, as
you lay the tiles to make the dungeon, each
time you place a room or a Foot tile roll a D6.
If the result is a 1 for a Warhammer Quest
style tile or a 1-2 for a Foot tile, then there is a
trap in the room. Place a trap counter
approximately in the centre.
The difference in D6 score needed is because
it takes a lot more Quest tiles than Foot Tiles
to cover a table top. On average, either
method should give you between four and six
traps in a 4" Square dungeon. Trap counters
can be made from small pieces of card about
1" square or you can use the counters that
come with the Mordheim game. Spare
slottabases are also suitable.
7
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