1. Defend the Find
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.
Source: Town Cryer #5
Source: Town Cryer #5
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.
Source: Town Cryer #5
Source: Town Cryer #5
Source: Town Cryer #5
Source: Town Cryer #5
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.
Four player scenario. Each player must take out his randomly specified enemy.
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.
Town Cryer edit of "Now Keep Me Safe, You Hear!?"
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.
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.
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.
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.
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.