1. Defend the Find
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Rescue captive warrior. Defender in centre, attacker on edges.
A variation on the random zombie invasion theme.
None
Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.
Skirmish over a keep.
Guard or plunder a caravan of gold before it gets to the other side.
None
Random zombies invade the table, attacking both players.
Source: Town Cryer #6
Source: Town Cryer #7
Source: Mordheim Rulebook
Source: Town Cryer #7
Sewers. Defender must escape from centre of sewer network.
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.
Sneaky attackers must kill the leader of the startled defenders. Defenders' leader must escape from table.
Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.
Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.
Escort or rob a merchant's caravan train.
Wyrdstone Hunt while a Daemon spirit flits around possessing random Heroes.
Light fog affecting movement and missile range.
Source: Mordheim Rulebook
Islands in a fast flowing river connected by bridges. Control as many as possible.
Hidden Treasure except warbands look for skull of the Headless One while its awesome original owner creates carnage.
Similar to Surprise Attack.
Similar to Wizard's Mansion.
Multiplayer scenario involving a mean sword, huge chunks of Wyrdstone & those ever-popular random zombies.
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.
The good guys try to lead the mule train along a country road while the bad guys try to steal them.
Visibility reduced to 2D6". Warriors might get lost.
Scrap over a magic item with random boggy happenings.
Hidden Treasure except warbands look for the stash of a mummy while its scary original owner plus friends have their say.
Source: Mordheim Rulebook
Enhance powers for spell-casters with Truthsayers & Dark Emissaries tagging along for good measure.
Serious treasure guarded by equally serious Banshee.
Warbands compete to plunder a dead man's grave while his restless spirit attempts to stop them.
A bar room brawl. Players start with 3 warriors in bar with more arriving during battle.
Attackers must get more men within 6" of a well than the defenders. Defenders must cause a rout test.
As Defend The Tomb except the chest begins in the middle of the complex while both warbands begin at the edges.
Protect the Merchant's son.
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.
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.
Classic Indiana Jones stuff. Warbands race along trap-laden corridors towards a great treasure. For 2+ warbands.
Source: Mordheim Rulebook
Warbands infiltrate the Sisters’ rock and attempt to steal a magical tome.
Set in Mordheim’s Cemetery of Saint Voller. Graveyard battle with Undead warband, half is which is unavailable, as the defenders.
Skirmish set in Mordheim’s Steinhardt Memorial Gardens. Warriors within 2” of a tree or bush receive hits from the chaos-wracked foliage.
Clashing warbands gain the help of a Dramatis Personae, most likely Johann The Knife & Marriana Chevaux, free of charge.
An Empire In Flames scenario. Warbands attempt to round up a gang of bandits who are holed up in a remote hideout building.
Warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off.
An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out.
An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers.
Nicodemus joins one warband in an attempt to retrieve a magic wand. Naturally the other warbands would like the wand for themselves.
Source: Mordheim Rulebook
An Empire In Flames scenario. At least 1/2 the terrain is spooky fear-inducing woods.
Warbands attempt to gather random treasures from the SE quarter of Mordheim (right next to where the comet landed).
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.
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.
Source: Mordheim Rulebook
A sombre and mysterious place, the Eerie Downs holds a palpable dread for the folk of the Mark.
There are many farmsteads around Ostermark. Mercenaries and brigands are drawn to them like moths to the flame as.
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.
One warband ambushes another as they make their way along the treacherous trade route.
One warband attempts to hunt down the other, a lawless band of brigands hiding out In the forest.
Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this).
Source: Mordheim Rulebook
Both warbands have been offered a reward to kill a pack of troublesome wolves.
Defenders must protect a boat & pull-rope style river ferry-crossing from sabotage. Attackers must sabotage it.
Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband.
Four members of the defenders’ warband attempt to protect a tooled-up Warlock HS from the attackers plus an accompanying Witch Hunter Captain.
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.
Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table.
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.
Warbands must attempt to abduct an esteemed pie-maker who is being stoutly defended by his ballistically adept bodyguard.
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.
Source: Mordheim Rulebook
One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded.
Warbands must get half their models off opposite edge.
The Magnificent Seven without the cowboy hats.
Two warbands fight for the giant's goodies while trying not to wake him.
Honorable duel between two rival heroes, watched by their warbands and with a serious chance of crowd trouble breaking out.
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.
Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.
Attack on warband's camp. Defender in centre, attacker on edges.
Bad warband vs. townsfolk; Raid a village for loot & slaves.
Get a wagon train across the board using wagon rules from Wyrdstone Archive while your opponent tries to stop you.