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35. Finders Keepers

Source: Town Cryer #14
Setting: Mordheim
Author: Roger Latham
Broheim notes: 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.

Whilst the richest pickings in Mordheim are to be found within the shattered remains of the city itself, it sometimes happens that treasures are to be found elsewhere. A stray word in a tavern or around the campfire may let slip where a rival warband has hidden its stash of wyrdstone. In such situations there is usually a mad scramble as every warrior within earshot takes to his steed (if he’s lucky enough to have one) in order to beat the others to the easy loot. After all, Chaos takes the hindmost and last one there’s a halfling’s dishrag!

This scenario is written with the new animal rules in mind, and therefore assumes that warbands will have some riding and possibly pack animals, but it will work just as well for dismounted warbands — especially Skaven.

terrain

The scenario takes place on the outskirts of Mordheim. Set up ruined buildings as normal along one table edge, extending no further than 12" onto the table. 8" in from the opposite table edge place a small ruined building on a hill. This is an isolated building where a rival warband has hidden its stash. Inside the building place 1D3 wyrdstone counters. The rest of the table should be lightly covered with suitable rural terrain (low hills, hedges, fences, abandoned carts, craters from comet fragments, etc.). If your warbands are dismounted you will want to use more terrain to give cover, less if you are using mounts and riders. A standard 4'x4' table will be large enough, but to make it more interesting you could have a 4'x6' or even 4'x8' with the objective building at the far end from the edge of the city.

setup

Both players roll a D6 and the highest scoring player sets up within 8" of one corner of the edge opposite the objective building. The other player then sets up within 8" of the opposite corner on the same edge.

starting the game

Roll a D6. The highest scoring player goes first.

special rules

The objective of the game is to capture the stash of wyrdstone and exit the table within 8" of the warband’s starting corner. One warrior from the first warband to reach the stash must spend one full turn searching for it before the wyrdstone can be moved, after which it can be picked up simply by moving into contact with it. A single warrior can carry any amount, but wyrdstone cannot be transferred between warriors. If the warrior carrying a counter is taken out of action, place the counter on the table where he fell.

ending the game

The game ends when one warband succeeds in taking at least half of the stash off the table within 8" of its starting corner, thereby winning the game, or when one warband fails a rout test. Routing warbands lose automatically.

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 Wyrdstone Counter. If a Hero or Henchman is carrying a Wyrdstone counter at the end of the battle he receives +1 Experience.
  • +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

wyrdstone

Your warriors earn one shard of wyrdstone for each counter still in their possession at the end of the battle.