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.
109. The Wizard's Tower
Your warband is peacefully making their way through the city to a Wyrdstone deposit when they are set upon be a rival warband. They have no choice but to fight their way through them to get to the Wyrdstone.
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.
163. Mordheim's Burning
This scenario is set at the end of Mordheim's existence, and provides a very fitting ending to a campaign, and can also provide a decent challenge to the really powerful warbands. I hope you will find it very enjoyable to play.
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.
24. The Lair of the Snake
Four player scenario. Each player must take out his randomly specified enemy.
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.
27. The Caravan
Escort or rob a merchant's caravan train.
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.
31. Haunted Treasure
Serious treasure guarded by equally serious Banshee.
31. The Night Of The Headless One
Hidden Treasure except warbands look for skull of the Headless One while its awesome original owner creates carnage.
34. The Sword of the Herald
Multiplayer scenario involving a mean sword, huge chunks of Wyrdstone & those ever-popular random zombies.
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.
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.
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.
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?
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.
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.
86. Happy Harpy Hunting Grounds
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. In fact, the harpies have been nesting on some rather sizable shards of wyrdstone closely resembling eggs of a sort. Partially due to their maternal instinct and probably due to the corrupting influence of the wyrdstone the Harpies have grown extremely protective of their nest and will guard it to the death if need be.
87. Round-up at the Mordheim Corral
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. Really good fun.
88. The Recipe
Warbands must attempt to abduct an esteemed pie-maker who is being stoutly defended by his ballistically adept bodyguard. There are also plenty of pies to be purloined as long as the warriors don’t drop them first. Last to rout wins as long as the pie-man has been taken Out Of Action first.
89. Ambush
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.
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.
90. Ambush
One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded. Ambush! If the surprised warband can get past the ambushers then they will be able to make it safely to their encampment. Unfortunately this is only way back.
91. Breakthrough
Your warband is peacefully making their way through the city to a Wyrdstone deposit when they are set upon be a rival warband. They have no choice but to fight their way through them to get to the Wyrdstone.