The Nest

Setup

This scenario calls for large spiders. These are easily made by using wire sticks for craft with the soft fibers or bristles in different colors. They are easy to bend into any shape and look great as spiders. Other options are open to whatever you can use. The rumors have spread of these large spiders terrorizing the

surrounding area and killing whoever comes into their path. By decree of the local magistrate, a bounty has been placed on their carcasses. However, many warbands know of this and are out for the same reason…. greed!!! One large spider for each warband to play this scenario will suffice. The terrain is placed about the gaming board of 4’ X 4’ with buildings and alleyways. Other terrain should be used for cover if possible. Following the normal rules for Mordheim, a D6 will be rolled by all players and the highest roll placing his models first with the second highest placing them next and so on. After this is done, another D6 roll will determine the playing order, as the highest roll goes first and play continues clockwise.

Rules

The Nest: The Spider’s Nest is located in one of the buildings not in a deployment zone. It is not sure which one, but you will soon find out. Each time a warrior, hero or henchman, enters a building, roll a D6. On a 6, you have found the nest. Multiple models entering the same building that are in the same warband will only roll once. Place the first spider on the same level in the building as the warrior that found him. Roll a scatter dice and place the other spiders 8” away and yes, that can make them appear in other building if they are 8” away. If the other spiders appear inside a building, then randomize the floors and that is where they will appear.

Repeat this for as many spiders as your scenario calls for, there will be the Leader Spider and a Large Spider for each warband on the table. If the spiders have not been found by the time only one building remains to be searched, it is assumed that they are inside this building.

The Spiders: The rules for the Spiders are as follows. The Spiders are mutants, created out of some foul wizard’s failed experiment. The spiders will always move towards the nearest model and charge if within range. The spider’s turn is last. Once found, the spiders will leave the building in search of their next meal if they are not in close combat. There is one spider leader and the others are all large spiders. Randomize the spiders and roll to see which is the leader after they are deployed.

The profiles of the spiders are as follows:

Spider Leader

M WS BS S T W I A L
9 3 4 5 5 3 4 2 8

Large Spider

M WS BS S T W I A L
9 3 4 4 4 2 4 2 7
  • Large Target: Treat the spiders as large targets for shooting purposes.
  • Fear: The model causes fear and all rules for fear apply.
  • Save: The Spider’s thick mutated fur gives it a natural save and is never modified. The Leader gets a 5+ save while the other large spiders get a 6+ Save. Critical hits that negate armour saves do not negate this natural save.
  • Spitting Attack: The spider has the ability to try and blind it’s opponents with its web. It will attempt to try and spit at the eyes of any model that is within 12”, before it makes its normal attacks. Roll a D6 at the beginning of the spiders turn. If it is equal to or less than his Ballistic skill, he has successfully generated a web and will spit at the nearest model. That model must then pass a strength test with a –1 modifier or will be automatically Knocked Down for one full round. The spider can shoot this in close combat also.
  • Fangs: The spider attacks with its over-large tentacles. If the spider successfully hits an opponent with both of it’s normal attacks, then it can nominate to pull the victim into its fangs for a deadly strike. Roll a D6 for the spider and a D6 for the enemy. Add their respective Strengths to the D6 roll. If the Spider scores equal to or higher, then he automatically wounds the victim with no armour saves allowed. The enemy model is treated as Stunned. Otherwise, the enemy model has struggled to get free form the spiders grasp and is unharmed. If the enemy model has not attacked yet in this round, he loses one attack for the struggle.
  • Staggered, but not down: Most warriors would not be able to Knock Down such a monstrosity. All Knocked Down results from enemy models instead cause the Spider to lose one attack until the next recovery phase of the Spider. The spider will not lose its Spitting attack, as this is inherent. Multiple Knocked Down results can cause it to lose multiple attacks and if the spider is at 0 attacks, it can not attack until its next recovery phase.
  • Wall Crawling: The spider can traverse any terrain, including walls and can stop on walls if need be. Objects that are less than 2” can be jumped over. For all other terrain, just add the vertical distance to the movement.
  • Venom: All warriors that were taken OOA by a spider must make a 2D6 roll at the end of the battle. On a roll of any doubles, then the model has been poisoned and must be treated. Treatment costs 10GC for each member and they must sit out one game for recovery.

Winning the Game

The game ends when all spiders are killed and all other warbands have routed except for one. If there is only one warband left and the spiders are not killed, then the battle lasts for 1 more turn after the previous warband had routed. The spiders get the last turn and if they are not successfully hunted down and killed, then they manage to escape and there is no winner.

Experience:

  • +1 EXP for each Hero or Henchman group that survives.
  • +1 EXP for the leader of the winning warband.
  • +1 EXP for each enemy and spider taken OOA – Heroes only.
  • Additionally, for each spider that a warband takes OOA, you earn 20GC for payment from the magistrate.

Resources

Resources and Materials for use with our Mordheim Campaign.