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86 docs tagged with "1v1"

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100. Rescue

Rescue captive warrior. Defender in centre, attacker on edges.

103. Scripts of Sigmar

Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.

105. The Caravan

Guard or plunder a caravan of gold before it gets to the other side.

21. Surrounded

Sewers. Defender must escape from centre of sewer network.

22. Forbidden Square

A Witch Hunter Warband has been sent into a specific part of the City of the Damned by prominent members of the Order of the Templars of Sigmar.

23. Stake-Out

Sneaky attackers must kill the leader of the startled defenders. Defenders' leader must escape from table.

25. The Script of Sigmar

Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.

26. 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.

30. Island Hopping

Islands in a fast flowing river connected by bridges. Control as many as possible.

35. 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.

36. Mule Train

The good guys try to lead the mule train along a country road while the bad guys try to steal them.

39. The Mummy

Hidden Treasure except warbands look for the stash of a mummy while its scary original owner plus friends have their say.

40. The Ogham Stones

Enhance powers for spell-casters with Truthsayers & Dark Emissaries tagging along for good measure.

43. Bar Room Brawl

A bar room brawl. Players start with 3 warriors in bar with more arriving during battle.

44. Defend the Oasis

Attackers must get more men within 6" of a well than the defenders. Defenders must cause a rout test.

45. Tomb Raid

As Defend The Tomb except the chest begins in the middle of the complex while both warbands begin at the edges.

47. 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.

49. The Gauntlet

Classic Indiana Jones stuff. Warbands race along trap-laden corridors towards a great treasure. For 2+ warbands.

51. 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.

52. 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.

54. Blood Hunt

Clashing warbands gain the help of a Dramatis Personae, most likely Johann The Knife & Marriana Chevaux, free of charge.

55. 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.

56. Down At The Docks

Warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off.

57. Lost In The Bogs

An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out.

58. Stagecoash Ambush

An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers.

59. The Item Lost

Nicodemus joins one warband in an attempt to retrieve a magic wand. Naturally the other warbands would like the wand for themselves.

62. The Watchers

Warbands attempt to gather random treasures from the SE quarter of Mordheim (right next to where the comet landed).

63. 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.

64. 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.

75. Battle for the Farm

There are many farmsteads around Ostermark. Mercenaries and brigands are drawn to them like moths to the flame as.

76. 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.

79. The Watchtower

Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this).

80. Wolf Hunt!

Both warbands have been offered a reward to kill a pack of troublesome wolves.

82. Stop Thief!

Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband.

83. 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.

84. River Watch

Attackers at the south side must smuggle some loot across a east-west flowing river at night and get 25% of their band off the north edge.

85. Night Of The Dead

Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table.

87. 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.

88. The Recipe

Warbands must attempt to abduct an esteemed pie-maker who is being stoutly defended by his ballistically adept bodyguard.

89. Ambush

Some more devious gangs use the element of surprise as a safer alternative to a drawn out battle of attrition. These gangs are often smaller than their rivals and use the surprise to their advantage.

90. Ambush

One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded.

94. Grudge Match

Honorable duel between two rival heroes, watched by their warbands and with a serious chance of crowd trouble breaking out.

95. Haunted Treasure

There is a rumor that a treasure of unimaginable wealth lies in the ruins of a old house. Unfortunately, it is also rumored that the treasure is guarded by evil spirit who’s howl is so terrible it will make you go mad. Two rival warbands have heard about this house and have come to loot the treasure, if they can.

96. It'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.

97. Raid

Attack on warband's camp. Defender in centre, attacker on edges.

98. Raids

Bad warband vs. townsfolk; Raid a village for loot & slaves.

99. Rawhide

Get a wagon train across the board using wagon rules from Wyrdstone Archive while your opponent tries to stop you.