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Encampments

These rules are designed to add a little more spice and backgroun·d to your campaigns of Mordheim by allowing warbands to acquire their own base camp. In this and the • following couple of articles, we will explain how warbands can take up residence in one of the encampments that surround the city and the benefits and hazards they face in doing so. These rules are purely experimental and although we would encourage players to use them they are as yet unofficial. For those players out there with an adventurous streak and who would like to give these rules a go we would love to bear your feedback - so send it to the usual place. In this, the first instalment, we will explain how a warband chooses their encampment and makes their camp. We will also cover the first of three encampments, Sigmarhaven, in detail describing income, places to visit and random events that may occur.

since the cataclysm that smashed the city of Mordheim, crude shantytowns have cropped up beyond the crumbling city walls. At first these pitiful settlements housed the sparse remnants of Mordheim's population. However, as soon as word reached the other towns and cities of the Empire of the magical Wyrdstone that could be found in the blackened shell of Mordheim, the treasure seekers came. The existing settlements were practically overrun by bands of mercenaries and bandits who would set up their camps in whatever tumbledown buildings were available or pitch their tents behind crude barricades. Soon there was a flood of greedy souls, many of which were not human as the stench of Wyrdstone tempted many from afar.

There are three main settlements in and around Mordheim. Sigmarhaven is inhabited mainly by the loyal followers of Sigmar and is a place of law and relative order. It also attracts a large following of Witch Hunters and their ilk, and understandably mutants and the Possessed are not tolerated there. Paid and equipped watchmen are maintained for the security of those who camp within it. There are, though, far more lawless settlements around Mordheim where scum such as Ores and even the Possessed are known to walk freely. Nowhere is more infamous than thrice cursed Cutthroat's Den. Here life is cheap and the only law is that of the sword. Although a foul and dangerous place, there are many things that can be bought and sold here because of the shady sorts this place attracts. The last place even the toughest, most brutal of scum would think twice before making their camp there is within the haunted ruins of Mordheim itself. The dead are said to walk here and the foul servants of the Shadow Lord are everywhere, waiting to claim the souls of the unwary. There are those, however, that brave the mutant infested cursed city even after nightfall but then again they seem quite suited to it. Foul Ratmen scurry about the sewers, Necromancers make their homes, confidant that the foolish righteous won't disturb their unholy practices and, of course, the children of the Shadow Lord, the Possessed, claim the ruins as their domain.

experimemtal rules

When starting a new campaign, all players must decide or not to use the encampment rules. Only after their first battle may each player then try to find a settlement and make camp. First, they must decide which of the settlements they wish to set up camp in (obviously dependant upon which settlements will let them in!) or if they want to risk actually staying in the cursed city. When you decide where you want them to stay, roll on the appropriate Housing chart to see what type of abode they were able to afford, steal or win gambling. A warband may only have one camp at a time and may only roll for a new camp if they Lose their original one. Any effects that a camp provides start after the warband's next battle. After each battle you may find out if you gain income, if other warriors join the warband, or if repairs need be made to the camp.

After each battle you may choose to visit locations within the settlement to procure goods and entertainment. If you don't, you may use the Trading chart as normal. Roll a D3 to find out how many locations you may visit. Different locations can help you find items, receive healing, make money or other things. Between location visits, you must roll on the Events table to find out what happens to the warband as it carouses around the town.

Settlement Events Table

11 – THROWN OUT OF TOWN
Your warband's wild behaviour in the many taverns and markets of the settlement attracts the attention of the Watch and they throw your warband out of town. Your warband must head back to their camp and prepare for the next battle. If your camp is in Sigmarhaven you must move to a different settlement.

12 – UNEVENTFUL

13 – PICKPOCKET
As your warband moves through the busy streets, your leader suddenly gets a feeling that something is wrong. He reaches for his crowns to find them gone, snatched by a rotten pickpocket. Immediately cross off half your gold crowns from your treasury.

14 – HALFLING SCOUT
Whilst travelling along a derelict street of the settlement, you stumble across a Halfling Scout being accosted by a gang of scum. Roll a D6:

  • 1-3: There are too many foes, and besides, you don't much like halflings anyway! You leave the wretch to its fate and continue on your way.
  • 4-5: You decide to help the Halfllng, and manage to save him from his fate. As thanks, the Halffing offers you a map, which you may add to your stash.
  • 6: Your gang charges into the scum and manages to beat them off, saving the Halfling who keeps on mumbling something about an honour dept to you. You gain a Halfling Scout Hired Sword. The scout will fight for free in your next battle, after which be demands the usual hire fee.

15 – UNEVENTFUL

16 – STEAM BATHS
Your wariband stumbles upon a makeshift steam baths run by some shifty looking Arabians and spends the rest of the day recuperating. You may not visit any more locations. However, any warriors that previously bad to miss the next battle no longer have to due to the healing effects of the baths.

21 – FIGHT
Your leader argues with a merchant who has tried to charge him too much for some cheap items. The argument grows into a brawl quickly. Roll a D6 on the following table:

  • l: Your leader is thrashed and loses D6x3 gc.
  • 2: Your leader takes a beating and leaves D6 gc poorer.
  • 3: Your leader knocks the merchant to the ground and takes D6x3 gc for his impudence.
  • 4: The merchant is joined by his bodyguard and an all-out brawl ensues. Roll a 06: 1-4 you send the merchant and his guard fleeing and gain - **D6x5 gc for your trouble. 5-6 you are routed and lose D6x5 gc. (You may also play a skirmish scenario vs a Middenheim warband (500 gc) instead if you desire).
  • 5: The brawl attracts the attention of the watch who arrive to throw the shady merchant in the stocks.
  • 6: The brawl attracts the attention of the watch who arrive to throw everyone into the stocs. You may not visit any more localions.

22 – UNEVENTFUL

23 – A NICE LITTLE EARNER
A couple of shifty looking scum approach your gang asking for help with their smuggling operation. If you decide to help. roll a D6 and consult the table below:

  • 1-3 You are unable to off-load the illegal contraband and make no money.
  • 4-6 You earn D6xl0 gc by selling on the merchandise. Add this amount to your stash.

24 – CHEATED
A dishonest trader has fooled your leader. One item (decided randomly) that you purchase in this settlement is a fake and is useless. Discard the item in question.

25 – UNEVENTFUL

26 – CONSCRIPTION
One of the henchmen in your warband ls conscripted into the local coumt's army and is due to be shipped off in the next couple of days. Decide randomly who ls conscripted and then roll a D6. On a 1, he fails to get out of his predicament and is never seen again. On a 2+. he manages to escape the barracks and returns to your camp. Your warband, however, must leave the settlement immediately otherwise the henchman risks getting re-captured. If your camp is in Sigmarhaven you must move co a new location.

31 – AN HONEST DAY’S WORK
Your warband is employed by a merchant to carry his wares around the setlement. Each henchman in your warband earns you 06 gc. Add this amoumt to your stash.

32 – UNEVENTFUL

33 – RIOTOUS LIVING
Taken with the joys of hot food and a good too many bottles of Bugmans. your warband overspends on such luxuries by half the gold in your stash (strike it from your treasury).

34 – DRUGGED
Visiting a local tavern in a seedy part of town, one of your Heroes (chosen at random) partakes of a curious drink offered to him by the banender. After one swig he feels the effect of the liquid take hold he has been drugged! Roll a D6 on the following table:

  • 1-3: Your Hero has been poisoned and is at a -1 toughness for the duration of the next battle.
  • 3-6: 'The liquid in question is actually a very strong ale. and your Hero quickly gains a taste for it. He wakes up the next morning with a pounding head.

35 – UNEVENTFUL

36 – MISTAKEN IDENTITY
The Watch has mistaken you for a band of rabble rousers (if you are the Watch ignore this result). Roll a D6 and consult the table below:

  • 1-2: You hastily explain to the captain that you are not who they think you are. He believes you and lets you go.
  • 3-5: You try to explain to the captain who you are but he doesn't seem to believe you. As you talk on you realise that a little money may help the situation. You pay the captain D6x3 gc (if another warband is the Watch pay them).
  • 6: You try to talk your way out of this difficult situation, but the captain doesn't buy it. He arrests your warband and throws them in jail. You may make no more location visits after this. He releases you after lightening your purse by D6xl0 gc (remove this from your treasury). You may also chose to battle the Guard using the Sigmarhaven Watch or fighting the warband who is currently the watch. Play the Street Fight scenario.

41 – GAMBLING
You leader visits a local drinking hole and gets involved in a rather dubious game of dice. Roll 1D6 and consult the table below:

  • 1: Your leader loses 3D6 gc and comes away a little wiser.
  • 2-5: Your leader manages to break even.
  • 6: Your leader gambles away a fortune before Lady Luck smiles on him and he wins it all back with interest. Collect 3D6 gc in winnings.

42 – UNEVENTFUL

43 – JOIN THE WATCH
The captain of the Watch marks your warband as useful looking recruits for the Watch. Your warband is deputised by the captain of the guard and given the chance to become watchmen. If you accept, you gain an additional 25 gc. If any other warbands have to fight the guard before the next battle then they fight you.

44 – ILLNESS
A terrible illness strikes one of the Heroes In your warband (decide randomly which one). That Hero must miss the next game recovering from the illness. after which they are fine to continue as normal.

45 – UNEVENTFUL

46 – LUCKY FIND
Whilst wandering the streets of town, one of your fighters stumbles across a small sack lying on the ground. Upon opening the sack you find it stuffed with gems. Claim the moneybag and 5 gems worth 2D6x5 gc.

51 – BEGGARS
Beggars accost your leader and, overwhelmed by their sadness, he gives each of the 2D6+ 2 pitiful wretches 2 gc. If your leader cannot pay he is a beggar himself, and you must roll a D6 and consult the table below;

  • 1: Your leader is thrown out of town, for begging (see Settlement Event roll of 11). The rest of your gang must leave town immediately so as not to risk the wrath of the guards (or their leader for that matter).
  • 2-6: Your leader gains 2D6 gc from begging on the streets.

52 – UNEVENTFUL

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53 REWARD

Whilst wandering through the settlement, your leader sees a poster warning that a well-known assassin is reputed to be in the area. Upon reading this, he realises that the description given matches that of a stranger he bumped into earlier. He rushes back to the spot where he last saw the assassin and manages to apprehend him just as he drags a merchant into a dark street. Roll a D6 and consult the table below:

  • 1: The assassin laughs, slits the merchant's throat, throws the knife at your leader's feet, and flees shouting "Help, murder!" Your leader is soon surrounded by the Watch and hauled off to the gaol. By the time he manages to protest his innocence, many hours have passed and he decides it is unsafe to remain away from the warband's hideout for any longer period of time. Your warband may not visit any special locations.

  • 2–5: Your leader saves the merchant's life, for which he receives D6x5 gc, but the assassin slips away.

  • 6: Your leader saves the merchant and captures the assassin, turning him over to the Watch. For this, he receives D6x5 gc. The merchant is so thankful for your leader's help that he offers his services as a go-between for selling useful scrap or items that your warband has. You may add +1 when searching for items and sell items at three quarters of their cost.

54 PET DOG

As you walk around the streets, you notice that a dog has started to follow you. It joins in the fray when you scuffle with the unsavoury elements of the city. You now have a new fighting companion. Add a War Dog to your roster (even if you normally can't have one).

55 UNEVENTFUL

56 SHORTAGES

Unexpected shortages in this settlement cause all local traders to increase their prices. For the duration of your stay in this town, all weapons and equipment cost double the normal number of credits.

61 FORTUNE TELLER

One of your Heroes (chosen at random) visits a fortune teller. The teller attempts to divine the future and receives payment. Roll a D6 on the chart below:

  • 1–4: The fortune teller is a hack and doesn’t know what she is talking about. Lose D6x3 gc.
  • 5–6: The fortune teller has seen the future and gives you insight into your next battle. You may re-roll one missed hit next battle.

62 UNEVENTFUL

63 ILLEGAL CONTRABAND

The Watch arrest a randomly determined warrior from your warband for possessing illegal contraband. The fighter is thrown in the gaol to await trial (often short and unfair by all accounts). Roll a D6 for the warrior. On a 5–6 he manages to escape from his cell and makes it back to the warband's hideout in time for the next battle. On a 1–4 he is convicted of his crime and is executed at the block. Remove the warrior from the gang roster.

64 COUNTERFEIT

As your leader attempts to buy some equipment, the trader refuses to accept his gold crowns, pointing out that they are counterfeit. Looking through his stash, your leader finds that indeed some of his gold crowns are fake. You must discard half the number of gold crowns in your treasury as a consequence.

65 UNEVENTFUL

66 CRIME

Your leader is accused of murder and thrown into the gaol. The matter is eventually sorted out and bail must be paid. Pay D6x5 gc. If you can't pay it, then the leader is stuck in gaol until after the next battle.