100. Rescue
Rescue captive warrior. Defender in centre, attacker on edges.
Rescue captive warrior. Defender in centre, attacker on edges.
A variation on the random zombie invasion theme.
None
Random zombies invade the table, attacking both players.
Source: Town Cryer #5
Source: Town Cryer #7
Source: Mordheim Rulebook
Source: Town Cryer #7
Light fog affecting movement and missile range.
Similar to Wizard's Mansion.
Visibility reduced to 2D6". Warriors might get lost.
Scrap over a magic item with random boggy happenings.
Warbands compete to plunder a dead man's grave while his restless spirit attempts to stop them.
Attackers must get more men within 6" of a well than the defenders. Defenders must cause a rout test.
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.
An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out.
Source: Mordheim Rulebook
An Empire In Flames scenario. At least 1/2 the terrain is spooky fear-inducing woods.
Massive multi-warband gang fight based upon the “Gangs Of New York” film, complete with special rules for horde fighting.
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.
Designed for several warbands to ally against a pack of Skaven run by a moderator. The warbands descend into an ingenious multi-leveled underground lair.
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.
Both warbands have been offered a reward to kill a pack of troublesome wolves.
Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband.
A group of 3 Harpies have nested in one of the tall buildings and their scavenging and attacks on unfortunate warbands has ensured a sizable stash of valuables.
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
Warbands must get half their models off opposite edge.
Honorable duel between two rival heroes, watched by their warbands and with a serious chance of crowd trouble breaking out.
Attack on warband's camp. Defender in centre, attacker on edges.