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1. Defend the Find

Often a warband finds a building with a hoard of wyrdstone or other treasure inside, only to be challenged by a rival warband. This usually leads to conflict as it is unlikely that either side will be willing to give up the wealth easily.

11. Treasure Hunt

Often, multiple warbands will hear the same rumour about a wyrdstone deposit and decide to explore that section of the city at the same time. A battle often results withthe winners taking the lion's share of the shards home with them.

12. Street Brawl

Turf wars are a common sight in the ruins of Mordheim. When multiple warbands compete for the same area, a chaotic all-out brawl can ensue, where alliances are quickly made and broken and bleeding bodies little the street. Whichever warbands win the day will have a larger area to search for the precious wyrdstone.

13. The Lost Prince

The warbands have heard rumours that a powerful man’s son has wandered into the ruins and a handsome reward will be paid for his return.

14. The Wizard's Mansion

Not all of the ruined buildings in the city are ordinary houses. Some notable structures were the abodes of important town leaders or rich merchants. Tales are told of hidden rooms filled with treasure in such homes. The warbands have discovered the location of one such building. Rumours about that the former owner also dabbled in the arcane arts, which may explain why his home was almost untouched by the devasation.

15. The Pool

Rumours abound about a pool in the city whose waters have magical powers of healing. The warband’s patrons believe the magical properties of the water are due to a large deposit of wyrdstone within the pool. The warbands have been sent to collect as much wyrdstone from the pool as they can.

16. Ambush!

The defending warband has recently discovered a rich deposit of wyrdstone. Unfortunately, word has leaked out about their find and warbands throughout the city are hunting them, determined to take the treasure for themselves.

17. Monster Hunt

The warbands have heard rumours that a terrible monster has come up out of its lair beneath the city following the recent devastation and established a new home in the ruins. You have heard stories of such creatures and the treasure they accumulate is the stuff of legends. You have decided to see for yourself if the rumours are true.

18. Kidnapped

Possessed vs. any warband. Rescue a fair maiden before she gets sacrificed or sacrifice a fair maiden before she gets rescued, depending on your mood.

19. Rat Attack

Skaven vs. any warband. Sewers. Defender must escape from opposite table edge. Skaven uses a mixture of decoy counters and warband counters to confuse the enemy.

2. Skirmish

In the vastness of the Mordheim ruins there is always the risk of running into a rival warband. While two groups sometimes pass each other without a fight, more often than not there is a vicious battle amongst the ruins. If a warband can drive their rivals away, they will have a larger area in which to search for wyrdstone.

20. Scourge & Purge

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.

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. A word of warning, if you’re using Dwarfs give them the Relentless (i.e. can run within 8” of enemy) rule or the scenario won’t work.

25. The Script of Sigmar

Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey. First get across the River Stir and up to the gates without raising the alarm, then find & make off with the goodies.

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.

3. Wyrdstone Hunt

Scattered in the ruins of Mordheim are innumerable tiny shards of priceless wyrdstone. It often happens that two warbands come upon the same area and only a battle can determine who will pick the spoils.

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. To add to the fun, the mules suffer from Stubbornness when being led, wander randomly when not being watched and bolt when near combat. Nightmare!

39. The Mummy

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

4. Breakthrough

When news of a huge deposit of wyrdstone starts circulating, warbands will mount expeditions to unearth the wealth. However, their rivals often try to block them, eager to claim all the wyrdstone for themselves.

40. The Ogham Stones

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

42. A Night In The Graveyard

Warbands compete to plunder a dead man's grave while his restless spirit attempts to stop them. The spooky graveyard setting results in fear tests every turn and, you've guessed it, random zombies doing their shuffle-thing.

43. Bar Room Brawl

A bar room brawl. Players start with 3 warriors in bar with more arriving during battle. Special rules for using furniture as cover, for using beer bottles as weapons and for taking on the Landlord of the establishment.

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.

48. One Man's Rescue is Another Man's Kidnap

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. The defender must stop him.

49. The Gauntlet

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

5. Street Fight

Often two warbands will come face to face with each other in the narrow streets of Mordheim. Sometimes they pass each other without incident but more often the meeting ends in bloodshed.

50. Assault on the Rock

Warbands infiltrate the Sisters’ rock and attempt to steal a magical tome. Warbands must search through buildings/rooms to find the tome. Meanwhile, a growing number of random nuns (well it makes a change from zombies) – controlled by a referee – attempt to repel the invaders. For 2-4 warbands plus the referee.

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. Each turn more zombies join the Undead band. Necromancer must complete ritual by chanting alongside altar for 10 turns. Attacker must take Necromancer Out Of Action. A tough scenario for the Undead player. Handy if you know of a powerful Undead warband that needs knocking back down to size though.

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.

53. The Bodyguards

Town Cryer edit of "Now Keep Me Safe, You Hear!?" (see entry 165). Unfortunately they seem to have missed the point of the original (one scenario, three different objectives - unique) & have instead turned it into another version of “The Lost Prince” (see entry 104). Play the original version – it’s more fun.

54. Blood Hunt

Clashing warbands gain the help of a Dramatis Personae, most likely Johann The Knife & Marriana Chevaux, free of charge. Take out the opponent’s Dramatis Personae to win. Cynics might suggest that the objective of this scenario is for Games Workshop to shift a few more Dramatis Personae miniatures... but not me, no sir.

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. Plays like “Skirmish” except for the D6 crossbow bolts which come whizzing out each turn at the warriors closest to the building.

56. Down At The Docks

Either a two player scenario where warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off or by forcing other warband & smugglers to rout; or a a multiplayer scenario where the defending warband, along with assisting smugglers, must see off other warbands who are attempting to steal cargo.

57. Lost In The Bogs

An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out. What's more, at least ½ the terrain is marshy ground (1/2 movement) or bog (1/4 movement).

58. Stagecoash Ambush

An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers. Roadwarden & highwayman Hired Swords may be hired at ½ price. Lots of special horsy rules.

59. The Item Lost

Nicodemus joins one warband (presumably a warband far weaker than the others) in an attempt to retrieve a magic wand. Naturally the other warbands would like the wand for themselves. Much bloodshed ensues.

6. Chance Encounter

Both warbands have completed their daily search of the ruins and are on their way back to their encampment when they run into each other. Neither side was expecting a fight, and the warband that reacts the quickest has the advantage.

60. The Thing In The Woods

An Empire In Flames scenario. At least 1/2 the terrain is spooky fear-inducing woods. For each warband there is one Thing in the Woods (no details until TC28 but is presumably pretty scary) which will move randomly until within charge range then charge nearest model. Last to rout wins.

61. Gathering of the Horde

Massive multi-warband gang fight based upon the “Gangs Of New York” film, complete with special rules for horde fighting.

62. The Watchers

Warbands attempt to gather random treasures from the SE quarter of Mordheim (right next to where the comet landed). However every time they pick up the goodies, the tormented spirit of an entombed wizard attempts to cast a random spell on the warrior.

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. Defenders may also purchase further fortifications (e.g. heads on spikes, barricades, etc) to further hamper the attackers. The local watch may turn up to assist the defenders.

65. The Rat's Lair

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.

7. Hidden Treasure

There is a rumour that one of the ruined buildings has a concealed cellar with a treasure chest hidden in it. Two rival warbands have heard about the cellar and are now searching the area. Who knows what they will find?

74. Upon the Eerie Downs

A sombre and mysterious place, the Eerie Downs holds a palpable dread for the folk of the Mark; too well do they know the tales of engulfing fog and voices that whisper words of madness into the ears of travellers lost upon them.

75. Battle for the Farm

There are many farmsteads around Ostermark. Mercenaries and brigands are drawn to them like moths to the flame as, isolated from society, they are easy meat for looting and pillage. When two warbands dispute the same loot for their own, the farm becomes a battleground, its occupants driven to desperation against two warring foes; such affairs are often bloody and only when all is razed and plundered does the carnage cease.

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.

77. Through Black Fire Pass

One warband ambushes another as they make their way along the treacherous trade route. The noise of the battle may result In a rock fall or it may attract the attention of a nearby Orc encampment, or even attract an angry troll.

78. Brigands in the Pasturelands

One warband attempts to hunt down the other, a lawless band of brigands hiding out In the forest. Both warbands are accompanied by three or four like-minded Hired Swords. The attackers start on or near a road through the forest. The defenders start anyway more than 10” away amid the trees. Includes rules to reflect the defenders’ home advantage.

79. The Watchtower

Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this). The attackers have special rules for trying to sneak up on them. If the defenders spot the attackers they may try to light a beacon on the tower In order to summon the rest of their warband. Naturally the attackers will try to prevent them from lighting the beacon.

8. Occupy

This scenario takes place in a part of Mordheim where the buildings are bursting with shards of wyrdstone and other wealth. Taking and holding these buildings means that your warband gains rich pickings. Unfortunately, your opponent has the same idea.

80. Wolf Hunt!

Both warbands have been offered a reward to kill a pack of troublesome wolves. Neither is keen to share the bounty and so will attack each other while also attempting to dispatch the wolves and, possibly, a random bear. Unless of course they decide to co-operate. Both warbands are accompanied by the big-hearted Kislev Warrior Hired Sword, also featured in the magazine.

81. Protect Hornsby's Ferry!

Defenders must protect a boat & pull-rope style river ferry-crossing from sabotage. Attackers must sabotage it. Defenders must also protect ferry operators from harm. Attackers must harm ferry operators. Features a river and, naturally, a ferry-crossing.

82. Stop Thief!

Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband. Thief has stolen defenders’ single most expensive item and may use it. Defenders start randomly scattered around centre of table, Attackers as normal. Last to rout wins although a house-rule about killing the Thief would seem sensible given the scenario. Features possibly the only use of the word “bugger” in any Mordheim publication.

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. The defenders must roll for reinforcements as the game progresses. Due to their position of defending a central tower, the defenders’ rout threshold is 50%. Last to rout wins. If the Warlock goes Out Of Action, the attackers win. If the Witch Hunter goes Out Of Action, the attackers must take an immediate additional rout test.

84. River Watch

Attackers at the south side must smuggle some loot across a east-west flowing river at night and get 25% opf their band off the north edge. The river has only one bridge. Defenders movement is restricted until they spot their enemy. A small keep has special rules regarding spotting the attackers and for the defenders’ rout test, which now has a 50% rout threshold.

85. Night Of The Dead

Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table. However, from each warband only one randomly-determined Hero and Henchman group may be on the table at any time. Each time a shard is picked up a number of random zombies attack the warriors. Continues until only one warband has any warriors still alive.

9. Surprise Attack

One warband is out searching the ruins of Mordheim for loot when it is attacked by an enemy warband. The defenders are spread thinly and must muster a defence quickly to drive off their attackers.