Scenarios
Starting the game
pre-battle sequence
Although you can simply decide with your opponent which scenario you want to play, most players prefer to generate their scenarios randomly. To do this, work your way through the following sequence before the battle.
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The player with the lowest warband rating rolls on the Scenario table to determine which scenario is played. In the scenarios where there is an attacker and a defender, the same player may choose which he is.
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Roll for warriors with old battle wounds to see whether they can take part or not.
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Set up the terrain and warbands according to the rules for the scenario you are playing. The more buildings the better, so you should place all the terrain you have.
Mordheim rulebook scenario table
2D6 | Result |
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2 | The player with the lower warband rating may choose which scenario is played. |
3 | Play Scenario 5: Street Fight. |
4 | Play Scenario 7: Hidden Treasure. |
5 | Play Scenario 3: Wyrdstone Hunt. |
6 | Play Scenario 8: Occupy. |
7 | Play Scenario 2: Skirmish. |
8 | Play Scenario 4: Breakthrough. |
9 | Play Scenario 9: Surprise Attack. |
10 | Play Scenario 6: Chance Encounter. |
11 | Play Scenario 1: Defend the Find. |
12 | The player with the lower warband rating may choose which scenario is played. |
Complete list of scenarios
As these are getting transcribed, you can find the full list of scenarios over at Broheim.
Scenarios have different tags attached to them. This is an easy way to see all Multi-player scenarios, for example. You can view all tags here.
Mordheim Rulebook
Scenario | Description |
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Defend the Find | Often a warband finds a building with a hoard of wyrdstone or other treasure inside, only to be challenged by a rival warband. This usually leads to conflict as it is unlikely that either side will be willing to give up the wealth easily. |
Skirmish | In the vastness of the Mordheim ruins there is always the risk of running into a rival warband. While two groups sometimes pass each other without a fight, more often than not there is a vicious battle amongst the ruins. If a warband can drive their rivals away, they will have a larger area in which to search for wyrdstone. |
Wyrdstone Hunt | Scattered in the ruins of Mordheim are innumerable tiny shards of priceless wyrdstone. It often happens that two warbands come upon the same area and only a battle can determine who will pick the spoils. |
Breakthrough | When news of a huge deposit of wyrdstone starts circulating, warbands will mount expeditions to unearth the wealth. However, their rivals often try to block them, eager to claim all the wyrdstone for themselves. |
Street Fight | Often two warbands will come face to face with each other in the narrow streets of Mordheim. Sometimes they pass each other without incident but more often the meeting ends in bloodshed. |
Chance Encounter | Both warbands have completed their daily search of the ruins and are on their way back to their encampment when they run into each other. Neither side was expecting a fight, and the warband that reacts the quickest has the advantage. |
Hidden Treasure | There is a rumour that one of the ruined buildings has a concealed cellar with a treasure chest hidden in it. Two rival warbands have heard about the cellar and are now searching the area. Who knows what they will find? |
Occupy | This scenario takes place in a part of Mordheim where the buildings are bursting with shards of wyrdstone and other wealth. Taking and holding these buildings means that your warband gains rich pickings. Unfortunately, your opponent has the same idea. |
Surprise Attack | One warband is out searching the ruins of Mordheim for loot when it is attacked by an enemy warband. The defenders are spread thinly and must muster a defence quickly to drive off their attackers. |
Town Cryer
Scenario | Setting | Author | Source |
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Treasure Hunt Multiplayer. Similar to Wyrdstone Hunt. | Mordheim | Mark Havener | Town Cryer #5 |
Street Brawl Multiplayer. Similar to Skirmish. | Mordheim | Mark Havener | Town Cryer #5 |
The Lost Prince Multiplayer. Rescue wandering prince (also works perfectly well for two players). | Mordheim | Mark Havener | Town Cryer #5 |
The Wizard's Mansion Multiplayer. Similar to Skirmish with items at stake. | Mordheim | Mark Havener | Town Cryer #5 |
The Pool Multiplayer. Root around for Wyrdstone in a pool in the centre of the table. | Mordheim | Mark Havener | Town Cryer #5 |
Ambush! Multiplayer. Wyrdstone carrying defenders have to get off the table alive. | Mordheim | Mark Havener | Town Cryer #5 |
Monster Hunt Multiplayer. Warbands team up (or not) to take on a monster. | Mordheim | Mark Havener | Town Cryer #5 |
Kidnapped Possessed vs. any warband. Rescue a fair maiden before she gets sacrificed or sacrifice a fair maiden before she gets rescued, depending on your mood. | Mordheim | Tuomas Pirinen | Town Cryer #6 |
Rat Attack Skaven vs. any warband. Sewers. Defender must escape from opposite table edge. Skaven uses a mixture of decoy counters and warband counters to confuse the enemy. | Mordheim | Christian Ellegaard | Town Cryer #7 |
Scourge & Purge Witch Hunters vs. any warband. Skirmish in the company of a possessed wizard. | Mordheim | Donato Ranzato | Town Cryer #7 |
Surrounded Sewers. Defender must escape from centre of sewer network. | Mordheim | Christian Ellegaard | Town Cryer #7 |
Forbidden Square Possessed (+allies) vs. Witch Hunters (+allies), Get D6+2 scattered wyrdstone off the table during the battle. | Mordheim | Gavin Thorpe | Town Cryer #8 |
Stake Out Sneaky attackers must kill the leader of the startled defenders. Defenders' leader must escape from table. A word of warning, if you’re using Dwarfs give them the Relentless (i.e. can run within 8” of enemy) rule or the scenario won’t work. | Mordheim | Gavin Thorpe | Town Cryer #8 |
The Lair Of The Snake Four player scenario. Each player must take out his randomly specified enemy. | Mordheim | Christian Ellegaard | Town Cryer #9 |
The Script of Sigmar Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey. First get across the River Stir and up to the gates without raising the alarm, then find & make off with the goodies. | Mordheim | Paul Smith | Town Cryer #9 |
That's All Mine Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans. | Mordheim | Paul Smith | Town Cryer #10 |
The Caravan Escort or rob a merchant's caravan train. | Mordheim | Honza Skypala & Stepan Stepanov | Town Cryer #11 |
The Secrets Of The Beujuntae Wyrdstone Hunt while a Daemon spirit flits around possessing random Heroes. | Lustria | the Lustria Development Team | Town Cryer #12 |
Jungle Skirmish/The Fog Of War Light fog affecting movement and missile range. | Lustria | the Lustria Development Team | Town Cryer #12 |
Island Hopping Islands in a fast flowing river connected by bridges. Control as many as possible. | Lustria | the Lustria Development Team | Town Cryer #12 |
The Night Of The Headless One Hidden Treasure except warbands look for skull of the Headless One while its awesome original owner creates carnage. | Mordheim | Kevin J Coleman | Town Cryer #12 |
Hunters Become The Hunted Similar to Surprise Attack. | Lustria | the Lustria Development Team | Town Cryer #13 |
Lost Temple Of The Slann Similar to Wizard's Mansion. | Lustria | the Lustria Development Team | Town Cryer #13 |
The Sword of the Herald Multiplayer scenario involving a mean sword, huge chunks of Wyrdstone & those ever-popular random zombies. | Mordheim | Jeff Hogg | Town Cryer #13 |
Finders Keepers Run the length of the table, grab the Wyrdstone & run back again while trying not to die. Designed for mounted warriors but doesn't have to be. | Mordheim | Roger Latham | Town Cryer #14 |
Mule Train The good guys try to lead the mule train along a country road while the bad guys try to steal them. To add to the fun, the mules suffer from Stubbornness when being led, wander randomly when not being watched and bolt when near combat. Nightmare! | Mordheim | Robert Walker | Town Cryer #14 |
Death In The Mists Visibility reduced to 2D6". Warriors might get lost. | Albion | Nicodemus Kyme | Town Cryer #15 |
Gift Of The Truthsayers Scrap over a magic item with random boggy happenings. | Albion | Nicodemus Kyme | Town Cryer #15 |
The Mummy Hidden Treasure except warbands look for the stash of a mummy while its scary original owner plus friends have their say. | Mordheim | Rob Houdek | Town Cryer #15 |
The Ogham Stones Enhance powers for spell-casters with Truthsayers & Dark Emissaries tagging along for good measure. | Albion | Nicodemus Kyme | Town Cryer #15 |
Haunted Treasure Serious treasure guarded by equally serious Banshee. | Mordheim | Michael Reuvers | Town Cryer #18 |
A Night In The Graveyard Warbands compete to plunder a dead man's grave while his restless spirit attempts to stop them. The spooky graveyard setting results in fear tests every turn and, you've guessed it, random zombies doing their shuffle-thing. | Mordheim | Jason "Teacher Guy" Kahler | Town Cryer #19 |
Bar Room Brawl A bar room brawl. Players start with 3 warriors in bar with more arriving during battle. Special rules for using furniture as cover, for using beer bottles as weapons and for taking on the Landlord of the establishment. | Mordheim | Jason "Teacher Guy" Kahler | Town Cryer #19 |
Defend the Oasis Attackers must get more men within 6" of a well than the defenders. Defenders must cause a rout test. | Khemri | the Khemri Development Team | Town Cryer #19 |
Tomb Raid As Defend The Tomb except the chest begins in the middle of the complex while both warbands begin at the edges. | Khemri | the Khemri Development Team | Town Cryer #19 |
Protect The Prince Escort a cowardly prince across the desert while a rival warband tries to kill him | Khemri | the Khemri Development Team | Town Cryer #19 |
Burn The Witches Set in a huge temple which burns to the ground during the battle. Defender's Heroes must carry three relics from the temple. Attackers must stop them. | Mordheim | Nicodemus Kyme | Town Cryer #20 |
One Man's Rescue Is Another Man's Kidnap A prisoner is being guarded within one of several tents. The attacker must find the prisoner by entering the correct tent and then escort him from the table. The defender must stop him. | Khemri | the Khemri Development Team | Town Cryer #20 |
The Gauntlet Classic Indiana Jones stuff. Warbands race along trap-laden corridors towards a great treasure. For 2+ warbands. | Mordheim | Erik Johnson | Town Cryer #21 |
Assault On The Rock Warbands infiltrate the Sisters’ rock and attempt to steal a magical tome. Warbands must search through buildings/rooms to find the tome. Meanwhile, a growing number of random nuns (well it makes a change from zombies) – controlled by a referee – attempt to repel the invaders. For 2-4 warbands plus the referee. | Mordheim | Grayson Gaudreault | Town Cryer #22 |
In The Dead Of The Night Set in Mordheim’s Cemetery of Saint Voller. Graveyard battle with Undead warband, half is which is unavailable, as the defenders. Each turn more zombies join the Undead band. Necromancer must complete ritual by chanting alongside altar for 10 turns. Attacker must take Necromancer Out Of Action. A tough scenario for the Undead player. Handy if you know of a powerful Undead warband that needs knocking back down to size though. | Mordheim | Space McQuirk & Chris Blair | Town Cryer #22 |
A Stroll In The Garden Skirmish set in Mordheim’s Steinhardt Memorial Gardens. Warriors within 2” of a tree or bush receive hits from the chaos-wracked foliage. | Mordheim | Anonymous | Town Cryer #23 |
The Bodyguards Town Cryer edit of "Now Keep Me Safe, You Hear!?" (see entry 165). Unfortunately they seem to have missed the point of the original (one scenario, three different objectives - unique) & have instead turned it into another version of “The Lost Prince” (see entry 104). Play the original version – it’s more fun. | Mordheim | Kurtis Burdau | Town Cryer #23 |
Blood Hunt Clashing warbands gain the help of a Dramatis Personae, most likely Johann The Knife & Marriana Chevaux, free of charge. Take out the opponent’s Dramatis Personae to win. Cynics might suggest that the objective of this scenario is for Games Workshop to shift a few more Dramatis Personae miniatures... but not me, no sir. | Mordheim | Mark Havener, et al. | Town Cryer #25 |
Bounty Hunting An Empire In Flames scenario. Warbands attempt to round up a gang of bandits who are holed up in a remote hideout building. Plays like “Skirmish” except for the D6 crossbow bolts which come whizzing out each turn at the warriors closest to the building. | Mordheim | Mark Havener, et al. | Town Cryer #25 |
Down At The Docks Either a two player scenario where warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off or by forcing other warband & smugglers to rout; or a a multiplayer scenario where the defending warband, along with assisting smugglers, must see off other warbands who are attempting to steal cargo. | Mordheim | Mark Havener, et al. | Town Cryer #25 |
Lost In The Bogs An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out. What's more, at least ½ the terrain is marshy ground (1/2 movement) or bog (1/4 movement). | Mordheim | Mark Havener, et al. | Town Cryer #25 |
Stagecoash Ambush An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers. Roadwarden & highwayman Hired Swords may be hired at ½ price. Lots of special horsy rules. | Mordheim | Mark Havener, et al. | Town Cryer #25 |
The Item Lost Nicodemus joins one warband (presumably a warband far weaker than the others) in an attempt to retrieve a magic wand. Naturally the other warbands would like the wand for themselves. Much bloodshed ensues. | Mordheim | Mark Havener, et al. | Town Cryer #25 |
The Thing In The Woods An Empire In Flames scenario. At least ½ the terrain is spooky fear-inducing woods. For each warband there is one Thing in the Woods (no details until TC28 but is presumably pretty scary) which will move randomly until within charge range then charge nearest model. Last to rout wins. | Mordheim | Mark Havener, et al. | Town Cryer #25 |
Gathering Of The Horde Massive multi-warband gang fight based upon the “Gangs Of New York” film, complete with special rules for horde fighting. Recommended for 3-6 warbands per side. Could work as a massive end-of-campaign scenario (e.g. all the good warbands vs. all the chaos warbands) or as a one-off. | Mordheim | Nicodemus Kyme | Town Cryer #26 |
The Watchers Warbands attempt to gather random treasures from the SE quarter of Mordheim (right next to where the comet landed). However every time they pick up the goodies, the tormented spirit of an entombed wizard attempts to cast a random spell on the warrior. | Mordheim | Anonymous | Town Cryer #26 |
The Frenzied Mob An Empire In Flames scenario. Warbands attempt to loot a village consisting of D3+1 buildings. Each building is staunchly defended by D3+1 frenzied villagers. | Mordheim | Anonymous | Town Cryer #27 |
Encampment Raid Attackers attempt to take the defenders’ camp. Plays as Defend The Find except the defenders have a number of advantages due to being on home turf. Defenders may also purchase further fortifications (e.g. heads on spikes, barricades, etc) to further hamper the attackers. The local watch may turn up to assist the defenders. | Mordheim | Anonymous | Town Cryer #28 |
The Rats' Lair Designed for several warbands to ally against a pack of Skaven run by a moderator. The warbands descend into an ingenious multi-leveled underground lair. | Mordheim | Aaron Ishmael | Town Cryer #28 |
Fanatic
Scenario | Setting | Author | Source |
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Upon the Eerie Downs Skirmish. Battle is fought on open terrain. Fog causes reduced visibility hence reduced shooting, magic, charging, etc. Fog also means models may become lost resulting In random movement & All Alone tests. | Ostermark | Nick Kyme | Fanatic Magazine #1 |
Battle for the Farm Warbands fight over a farm. Warriors must try to enter & loot buildings defended by the farmer & his farm-hands. Warriors are armed with torches and may try to set light to the buildings if they’re feeling mean. | Ostermark | Nick Kyme | Fanatic Magazine #1 |
Blood on the Pasturelands Rival warbands attempt to rustle some horses from a pasture. The frightened horses run randomly and need taming once caught. They are defended by six Outriders. | Nick Kyme | Fanatic Magazine #3 | |
Through Black Fire Pass One warband ambushes another as they make their way along the treacherous trade route. The noise of the battle may result In a rock fall or it may attract the attention of a nearby Orc encampment, or even attract an angry troll. | Nick Kyme | Fanatic Magazine #3 | |
Brigands in the Pasturelands One warband attempts to hunt down the other, a lawless band of brigands hiding out In the forest. Both warbands are accompanied by three or four like-minded Hired Swords. The attackers start on or near a road through the forest. The defenders start anyway more than 10” away amid the trees. Includes rules to reflect the defenders’ home advantage. | Nick Kyme | Fanatic Magazine #4 | |
The Watchtower Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this). The attackers have special rules for trying to sneak up on them. If the defenders spot the attackers they may try to light a beacon on the tower In order to summon the rest of their warband. Naturally the attackers will try to prevent them from lighting the beacon. | Nick Kyme | Fanatic Magazine #4 | |
Wolf Hunt! Both warbands have been offered a reward to kill a pack of troublesome wolves. Neither is keen to share the bounty and so will attack each other while also attempting to dispatch the wolves and, possibly, a random bear. Unless of course they decide to co-operate. Both warbands are accompanied by the big-hearted Kislev Warrior Hired Sword, also featured in the magazine. | Nick Kyme | Fanatic Magazine #6 | |
Protect Hornsby's Ferry Defenders must protect a boat & pull-rope style river ferry-crossing from sabotage. Attackers must sabotage it. Defenders must also protect ferry operators from harm. Attackers must harm ferry operators. Features a river and, naturally, a ferry-crossing. | Mark Havener | Fanatic Magazine #7 | |
Stop, Thief! Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband. Thief has stolen defenders’ single most expensive item and may use it. Defenders start randomly scattered around centre of table, Attackers as normal. Last to rout wins although a house-rule about killing the Thief would seem sensible given the scenario. Features possibly the only use of the word “bugger” in any Mordheim publication. | Mark Havener | Fanatic Magazine #7 | |
Hunt the Heretic Four members of the defenders’ warband attempt to protect a tooled-up Warlock HS from the attackers plus an accompanying Witch Hunter Captain. The defenders must roll for reinforcements as the game progresses. Due to their position of defending a central tower, the defenders’ rout threshold is 50%. Last to rout wins. If the Warlock goes Out Of Action, the attackers win. If the Witch Hunter goes Out Of Action, the attackers must take an immediate additional rout test. | Nick Kyme | Fanatic Magazine #9 | |
River Watch Attackers at the south side must smuggle some loot across a east-west flowing river at night and get 25% opf their band off the north edge. The river has only one bridge. Defenders movement is restricted until they spot their enemy. A small keep has special rules regarding spotting the attackers and for the defenders’ rout test, which now has a 50% rout threshold. | Nick Kyme | Fanatic Magazine #9 | |
Night Of The Dead Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table. However, from each warband only one randomly-determined Hero and Henchman group may be on the table at any time. Each time a shard is picked up a number of random zombies attack the warriors. Continues until only one warband has any warriors still alive. | Andy Tabor | Specialist Game's Fanatic Online | |
Happy Harpy Hunting Grounds Three-player scenario. One player runs a band of three Harpies who are guarding their treasure-filled nest. The other two must kill all three Harpies to gain their treasure. Last to rout wins, although the Harpies will not rout and so must be defeated. Features the only recorded use of the word “sod” in an official Mordheim publication. | Mordheim | Chris Van Tigem | The Fanatic Online Archives |
Round-Up At The Mordheim Corral Two to four wild boars have eaten a merchant’s Wyrdstone. Warbands must kill randomly moving and aggressive boars to recover it. Optional suggestion of using mutations. Really good fun. | Andy Tabor | The Fanatic Online Archives | |
The Recipe Warbands must attempt to abduct an esteemed pie-maker who is being stoutly defended by his ballistically adept bodyguard. There are also plenty of pies to be purloined as long as the warriors don’t drop them first. Last to rout wins as long as the pie-man has been taken Out Of Action first. | Mark Havener | The Fanatic Online Archives |
Archive Pestilen
Archive Pestilen was a web archive of fan made material such as new warbands and scenarios. The archive went offline somewhere around 2005 but can still be browsed through the Internet Archive Wayback Machine .
Somewhere in te last 20 years, the website became referred to as Archive Pestilens, This is incorrect.
Scenario | Setting | Author |
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Ambush Defender in centre, attacker everywhere else. | Anywhere | Andrew "Boss Orc" |
Ambush Similar to Street Fight but Heroes are carrying Wyrdstone shards at beginning of game. | Anywhere | Michael Reuvers |
Breakthrough Warbands must get half their models off opposite edge. | Anywhere | Andrew "Boss Orc" |
Defend the Village! The Magnificent Seven without the cowboy hats. | Mark "Rinku" Dewis | |
Don't Wake the Giant Two warbands fight for the giant's goodies while trying not to wake him. | David Gitchel | |
Grudge Match Honorable duel between two rival heroes, watched by their warbands and with a serious chance of crowd trouble breaking out. | Mark "Rinku" Dewis & Archeonicus | |
Haunted Treasure | Michael Reuvers | |
It's all MINE!! | Paul Smith | |
The Battle At Koleshire Keep Skirmish over a keep. | Baby Cindi | |
Raid Attack on warband's camp. Defender in centre, attacker on edges. | Andrew "Boss Orc" | |
Raids Bad warband vs. townsfolk; Raid a village for loot & slaves. | Christian Ellegaard | |
Rawhide Get a wagon train across the board using wagon rules from Wyrdstone Archive while your opponent tries to stop you. | Paul Smith | |
Rescue Rescue captive warrior. Defender in centre, attacker on edges. | Andrew "Boss Orc" | |
Romero's Pride A variation on the random zombie invasion theme. | Paul Smith, Lex & Donato | |
Scourge and Purge | Donato Ranzato | |
Scripts of Sigmar | Paul Smith | |
The Caravan Guard or plunder a caravan of gold before it gets to the other side. (note: we played this four times and found it very hard for the defending player. We opted to make the merchant T4, give him a shield, play the "lucky bastard" and "stop token" variants and rule that the defenders will not fail a rout test except voluntarily.) | Anonymous | |
The Forbidden Square | Christian Ellegaard | |
The Restless Dead Random zombies invade the table, attacking both players. | Tom Webster-Deakin | |
The Square of the Snake | Christian Ellegaard | |
The Wizard's Tower Getting a treasure chest off table with random curses striking defenders. | Christian Ellegaard |
Border Town Burning
These Scenarios are part of the Border Town Burning Campaign, please see the relevant page on how to progress through them.
Scenario 1: | Avalanche! |
Scenario 2: | Horrors of the Underground |
Scenario 3: | Blockade |
Scenario 4: | Tainted Copse |
Scenario 5: | Man Hunt |
Scenario 6: | Traces to Emprise |
Scenario 7: | Last Orders! |
Scenario 8: | The Enemy of my Enemy |
special scenarios
Scenario 9: | The Heist |
Scenario 10: | Lost Caravans |
Scenario 11: | Dragon Hunt |
Scenario 12: | The Horde Approaches |
Scenario 13: | Siege! |
Scenario 14: | Hostile Embargo |
Scenario 15: | Ghartok's Tomb |
Scenario 16: | Journey Home |
The Nemesis Crown
These Scenarios are part of the Nemesis Crown Campaign, please see the relevant page on how to progress through them.
Territory | Scenario | Suggested Scenario |
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The Draken Downs | Scenario 1: | Nightfall |
The Drakwald Deeps | Scenario 2: | The Necromancer's Tower |
The Reik's Marches | Scenario 3: | The Warmachine |
The Howling Height | Scenario 4: | The Lost Mines of Khrazi Drudd |
The Rauberthal | Scenario 5: | Last Orders |
The Great Confluence | Scenario 6: | The Flood Plain |
The Talabec Borders | Scenario 7: | The Shifting Paths |
The Barren Hills | Scenario 8: | Fowl Play |
The Taalford Lowlands | Scenario 9: | The Wild Wood |