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67 docs tagged with "Set in Mordheim"

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100. Rescue

Rescue captive warrior. Defender in centre, attacker on edges.

103. Scripts of Sigmar

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

105. The Caravan

Guard or plunder a caravan of gold before it gets to the other side.

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.

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.

163. Mordheim's Burning

This scenario is set at the end of Mordheim's existence, and provides a very fitting ending to a campaign.

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.

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.

43. Bar Room Brawl

A bar room brawl. Players start with 3 warriors in bar with more arriving during battle.

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.

56. Down At The Docks

Warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off.

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).

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.

85. Night Of The Dead

Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table.

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.

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.

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.

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.

94. Grudge Match

Honorable duel between two rival heroes, watched by their warbands and with a serious chance of crowd trouble breaking out.

95. Haunted Treasure

There is a rumor that a treasure of unimaginable wealth lies in the ruins of a old house. Unfortunately, it is also rumored that the treasure is guarded by evil spirit who’s howl is so terrible it will make you go mad. Two rival warbands have heard about this house and have come to loot the treasure, if they can.

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.

97. Raid

Attack on warband's camp. Defender in centre, attacker on edges.