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102. Scourge and Purge

Source: Archive Pestilen Setting: Mordheim
Author: Donato Ranzato

From: His Most Exalted Inquisitor Lord Gunther Ummfeld To: Insert Inquisitor's Name here Subject: Chaos Cult

I just received a message from one of my informers in Mordheim, about an imminent disaster. It seems that a small chaos cult is operating in part of the city of the Damned. A couple of people have gone missing in that area for the last couple of days and yesterday the mutilated body of one of the missing men has been found. There is strong evidence that this man was ritually sacrificed. The local authorities are becoming uneasy, and have asked our noble order to look into this situation. Your task is to form a group of dedicated men and go into this area and cleanse it of all that is foul and evil. May Sigmar help thee!

The informer is wrong. Although he was right about an imminent disaster, it is not from a Chaos cult. The reason for the missing people is an insane wizard who has chosen to settle down in this part of the city. This wizard is a petty daemonologist and he is trying to make a pact with Chaos. He has been sacrificing people to attract the attention of one or more daemons and hopefully win their favor. Unfortunately for him, it seems he is about to succeed.

The Inquisition warband doesn't know this and is therefore on the lookout for a group of people to purge and cleanse. And as Fate would have it, another warband is in the area looking for some wyrdstone. This "innocent" warband is just in the wrong place at the wrong time. Let the purging begin!

Terrain

Each player takes it in turn to place a piece of terrain, either a ruined building structure or a connecting walkway. It is suggested that the terrain is set up within an area of 4' x 4' or slightly smaller so that the warbands start off at a reasonable distance apart.

Warbands

Each player rolls a D6. The low scorer chooses which table edge he wishes to set up on and places all of his warband fighters within 8" of that edge. His opponent then sets up within 8" of the opposite table edge.

Starting the Game

Both players roll a D6. The highest scoring player takes the first turn.

Ending the Game

The primary objective of the Scourge and Purge scenario is simply to destroy the opposing warband and purge this region. If a warband loses more than half of its members, it automatically bottles out and the game ends immediately. The warband that bottles out loses and the other warband automatically wins. The secondary objective is to destroy the possessed wizard.

Experience

Fighters who take part in the Scourge and Purge scenario earn Experience points as noted below.

General Experience

  • +1: Survives. If a fighter survives the battle, then 1 Experience point is earned. Even fighters who are wounded and taken out of action receive experience for taking part.
  • +1: Out. A fighter earns 1 Experience point for each opposing fighter he takes down or out during the battle.
  • +2: Winning leader. The leader of the winning side earns an extra 2 Experience points.
  • +5: Kill. The fighter that destroyed the possessed wizard earns 5 Experience points.

Inquisition Experience

  • +2: Purge. An Inquisition fighter earns double Experience points for each opposing fighter he takes down or out during the battle.
  • +10: Cleanse. If the Inquisitor personally destroyed the possessed wizard, he earns double Experience points.

Special: Insane Wizard

During the battle between the warbands, the wizard is trying to attract the attention of the Chaos powers. Unfortunately for him, he is succeeding in this. A nearby daemon has noticed the fluctuations of magical energy through the ritualistic killings and has become interested in this wizard. Only not to serve him, but to enter the material world through him and wreak havoc on the world. The daemon is just waiting for the right moment...

Every turn, during the Magick Phase, roll once on the Perils of the Warp table.

Modifiers

  • +1: Per Wounding hit. Add +1 for each wounding hit that is inflicted during the battle.
  • +2: Magick. Add +2 for each magical spell cast or magical artifact activated.
  • +5: Kill. Add +5 for each model that has been taken out or down during the battle.

Perils of the Warp Table

2D6Effect
2-11Nothing happens
12Possessed. The wizard has been possessed by the daemon. See "Daemonic Possession" below. Place the model outside a building 12" from both warbands.

Daemonic Possession

A wizard who is possessed has had his body completely taken over by the daemon. The ferocious energy of the creature will quickly burn up the frail body of the wizard, but before it does so, the daemon will go on a rampage and attempt to cause as much death and destruction as possible!

The possessed wizard moves in each player's turn. Carry out his move and attacks before moving any other models. The wizard will move 2D6" in a direction chosen by the player whose turn is not taking place. The wizard must enter close combat if he is able to reach a model.

If the wizard is not engaged in close combat, he will unleash a bolt of magical energy at the nearest model he can see. The energy bolt hits on a roll of 2+ and causes a strength 4 hit with no armor save allowed. Normal to-hit modifiers for cover, etc. apply.

Roll for damage against the wizard as normal. However, he ignores pinning and any 'flesh' wounds and 'down' results on the 'Injury Table'. If a player takes him out of action, roll immediately on the Serious Injuries Chart. Only a 'Dead' result will destroy the daemon, and with him, the wizard. On any other roll, the wizard gets straight back up again and is completely unaffected.

Fortunately for both warbands involved in the battle, the daemon will quickly burn up the energy reserves for the wizard's fragile mortal body. Roll a D6 for the wizard at the end of each player's turn. On a roll of 1, the wizard's body finally burns up and the daemon is forced to return to the Warp. Remove the wizard's model from the battlefield — all that is left is a charred skeleton amidst a pile of ashes!

Profile

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Special rules:

  • The possessed wizard causes Fear — and quite right too!