1. Defend the Find
Source: Mordheim Rulebook
Source: Mordheim Rulebook
Rescue captive warrior. Defender in centre, attacker on edges.
A variation on the random zombie invasion theme.
None
Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.
Guard or plunder a caravan of gold before it gets to the other side.
None
Random zombies invade the table, attacking both players.
Four player scenario. Each player must take out his randomly specified enemy.
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.
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
This scenario is set at the end of Mordheim's existence, and provides a very fitting ending to a campaign.
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.
Source: Mordheim Rulebook
Hidden Treasure except warbands look for skull of the Headless One while its awesome original owner creates carnage.
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.
Hidden Treasure except warbands look for the stash of a mummy while its scary original owner plus friends have their say.
Source: Mordheim Rulebook
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.
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.
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.
Warbands must attempt to gain cargo crates from smugglers’ ship by carrying them off.
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
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).
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
Warband members must venture to the centre of the board, grab a Wyrdstone shard and escape from the table.
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.
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.
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.
Source: Mordheim Rulebook
One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded.
Warbands must get half their models off opposite edge.
Two warbands fight for the giant's goodies while trying not to wake him.
Honorable duel between two rival heroes, watched by their warbands and with a serious chance of crowd trouble breaking out.
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.
Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.
Attack on warband's camp. Defender in centre, attacker on edges.