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66 docs tagged with "Official Scenario"

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103. Scripts of Sigmar

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

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.

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.

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).

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.

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.

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.