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Mordheim's Scenarios Master List
Formerly known as "Ian Davies' Scenario Master List"
By Ian Davies,
edited by The Mordheimer
Comments from the Author:
The source I've named is hardly ever the only
one. For instance a lot of the TC scenarios are on the web and most
scenarios that are on one website are on quite a few others.
Some scenarios specify types of warband to use.
In most cases, with a little imagination, other warband types can be
substituted. Often multiplayer scenarios can be used for two player
games and vice versa. Webmaster's Note: Same comment towards setting specific
scenarios.
There are quite a few mini-campaigns out there. I
have not included these in this list.
I haven’t included any of the skirmish scenarios
either. Way too many.
This list is intended as a brief summary, not as
a critical analysis. I hope that no offence has been caused to
anyone.
If you know of any more scenarios, let me know
via the Yahoo mailing list and I'll add them on. Webmaster's Note: You may also send an email to
webmaster@mordheimer.com
Finally, if you're thinking of writing a scenario
involving an invasion of the table by a bunch of Zombies then you've
already been beaten to it. Several times.
FANATIC MAGAZINE: All the Fanatic Magazine
scenarios are designed to be played in The Empire In Flames
wilderness setting although they can be adapted for pretty much
anywhere. They all include plenty of fluff to go with the locale.
List and summaries are
compiled by Ian Davies & edited by The Mordheimer. Updated to 193 scenarios
January 14, 2006.
The scenarios make use of Games Workshop’s intellectual property which
is used without permission.
The Mordheim Scenario
Compilation Project We have embarked in
what may be the most ambitious fan-related Mordheim project since the
creation of the Mordheim alternative settings (Lustria
(Cities of Gold),
Karak
Azgal (Battles Undergound),
Mousillon
and Khemri (Land
of the Dead.) Our goal is to bring all the scenarios on
Ian Davies' Scenario Master List together
under one roof! With the author's permission we would like to host a
copy of every scenario, and later create a PDF document for you to keep
near your minis! So, if you have created one of the scenarios below
mentioned, if you know of any webmaster that had created or hosted
scenarios (specially if they are not on the list) or better yet, you
wish to contribute new material or wish to volunteer to create part of
the compilation, please
contact us
we can arrange including your scenario in such a compilation.
Your input will be most welcomed!
For this titanic task we are in dire need of help! If you
wish to volunteer some of your time towards this initiative, please
email us! We need people to track and write authors and
webmasters for permissions and submissions. Some people are also needed
to do minor editing and/or simple formatting in MS Word or RTF. Together
we can make this project be a success!
The Mordheim Scenario Compilation Project
initiative was designed exclusively by The Mordheimer, and the
transcribing of the scenarios is being done by a team of volunteers.
Ian Davies, and his list, does not sponsor this project.
Ambush*,
by Andrew "Boss Orc"
Defender in centre, attacker everywhere else.
Ambush, by Michael Reuvers Similar
to Street Fight but Heroes are carrying Wyrdstone shards at beginning of
game.
Breakthrough*,
by Andrew "Boss Orc" Warbands must get half their models off opposite edge.
Defend the Village!, by
Mark "Rinku" Dewis The
Magnificent Seven without the cowboy hats.
Don't Wake The Giant, by David Gitchel Two warbands fight for the giant's goodies while trying not to wake him.
Grudge Match, by Mark "Rinku" Dewis & Archeonicus Honorable duel between two rival heroes, watched by their warbands and
with a serious chance of crowd trouble breaking out.
Raid*, by Andrew "Boss Orc"
Attack on warband's camp. Defender in centre, attacker on edges.
Raids, by Christian Ellegaard Bad
warband vs. townsfolk; Raid a village for loot & slaves.
Rawhide, by Paul Smith Get a wagon
train across the board using wagon rules from
Wyrdstone Archive while your opponent tries to stop you.
Rescue*, by Andrew "Boss Orc"
Rescue captive warrior. Defender in centre, attacker on edges.
Romero's Pride, by Paul Smith, Lex &
Donato A variation on the random zombie invasion theme.
The Caravan,
by Anonymous Guard or
plunder a caravan of gold before it gets to the other side. (note: we played
this four times and found it very hard for the defending player. We opted to
make the merchant T4, give him a shield, play the "lucky bastard" and "stop
token" variants and rule that the defenders will not fail a rout test except
voluntarily.)
The Restless Dead, by Tom Webster-Deakin
Random zombies invade the table, attacking both players.
The Wizard's Tower, by Christian
Ellegaard Getting a treasure chest off table with random curses striking
defenders.
Bar Room Brawl, by Tom Bell Warbands partake in a bar-room brawl with each other. Fun rules for
missiles, impromptu weapons, etc. Less lethal than most scenarios too.
The Undead Garden, by
Tom Bell Warbands fight each other amid random zombies and the odd vampire.
Treasure Grab, by Chris Van Tigem Warbands must try to recover ten treasure chests. Unfortunately for all
concerned, the chests have been booby-trapped and may explode when picked
up. CHP-WORLD (www.chp-world.dk/)
Earthquake, by Morten Hvid Andersen Multiplayer scenario (although it would work perfectly well for just two
players). A recent tremor has unearthed three noteworthy items that are
scattered around the board. Each item might be good or bad, depending upon a
dice roll made at the time it's found. Winner is player who locates the most
items.
Rumours,
by Morten Hvid Andersen Similar to Hidden Treasure but chest is
hidden in large central building. Models within this building & not in HTH
will find chest by rolling 12 on 2D6, adding +1 for every turn they have
searched. Includes variations on the chest's contents. Two-player or
Multi-player.
Battle For The Farm, by Nick Kyme Warbands fight over a farm. Warriors must try to enter & loot buildings
defended by the farmer & his farm-hands. Warriors are armed with torches and
may try to set light to the buildings if they’re feeling mean.
Upon The Eerie Downs, by Nick Kyme Skirmish. Battle is fought on open terrain. Fog causes reduced visibility
hence reduced shooting, magic, charging, etc. Fog also means models may
become lost resulting In random movement & All Alone tests.
Blood On The Pasturelands, by Nick
Kyme Rival warbands attempt to rustle some horses from a pasture. The
frightened horses run randomly and need taming once caught. They are
defended by six Outriders.
Through Black Fire Pass, by Nick Kyme One warband ambushes another as they make their way along the treacherous
trade route. The noise of the battle may result In a rock fall or it may
attract the attention of a nearby Orc encampment, or even attract an angry
troll.
Brigands In The Forest, by Nick Kyme One warband attempts to hunt down the other, a lawless band of brigands
hiding out In the forest. Both warbands are accompanied by three or four
like-minded Hired Swords. The attackers start on or near a road through the
forest. The defenders start anyway more than 10” away amid the trees.
Includes rules to reflect the defenders’ home advantage.
The Watchtower, by Nick Kyme Half
of the defending warband starts on or near a well-defended central tower
(with special rules to reflect this). The attackers have special rules for
trying to sneak up on them. If the defenders spot the attackers they may try
to light a beacon on the tower In order to summon the rest of their warband.
Naturally the attackers will try to prevent them from lighting the beacon.
Wolf Hunt!, by Nick Kyme Both
warbands have been offered a reward to kill a pack of troublesome wolves.
Neither is keen to share the bounty and so will attack each other while also
attempting to dispatch the wolves and, possibly, a random bear. Unless of
course they decide to co-operate. Both warbands are accompanied by the
big-hearted Kislev Warrior Hired Sword, also featured in the magazine.
Protect Hornsby’s Ferry, by Mark
Havener Defenders must protect a boat & pull-rope style river
ferry-crossing from sabotage. Attackers must sabotage it. Defenders must
also protect ferry operators from harm. Attackers must harm ferry operators.
Features a river and, naturally, a ferry-crossing.
Stop, Thief!, by Mark Havener Defenders must protect Halfling Thief HS (featured In this issue) from
attacking warband. Thief has stolen defenders’ single most expensive item
and may use it. Defenders start randomly scattered around centre of table,
Attackers as normal. Last to rout wins although a house-rule about killing
the Thief would seem sensible given the scenario. Features possibly the only
use of the word “bugger” in any Mordheim publication.
Hunt The Heretic, by Nick Kyme Four
members of the defenders’ warband attempt to protect a tooled-up Warlock HS
from the attackers plus an accompanying Witch Hunter Captain. The defenders
must roll for reinforcements as the game progresses. Due to their position
of defending a central tower, the defenders’ rout threshold is 50%. Last to
rout wins. If the Warlock goes Out Of Action, the attackers win. If the Witch Hunter
goes Out Of Action, the attackers must take an immediate additional rout test.
River Watch, by Nick Kyme Attackers
at the south side must smuggle some loot across a east-west flowing river at
night and get 25% opf their band off the north edge. The river has only one
bridge. Defenders movement is restricted until they spot their enemy. A
small keep has special rules regarding spotting the attackers and for the
defenders’ rout test, which now has a 50% rout threshold.
Blood Shrine, by Sam Sedghi Khemri scenario.
For 2-4 players. Player with most warriors standing within 4" of a
central shrine after six turns wins.
Dark
Ritual, by Sam Sedghi Khemri scenario.
All warbands must stop the evil NPC necromancer from sacrificing his
victim within three turns and then guide the victim to safety.
Defend The Oasis, by
Steven “Grafix” Gibbs Khemri scenario. Attackers must get more men within 6" of a well than
the defenders. Defenders must cause a rout test.
Defend The Tomb, by Steven “Grafix” Gibbs Khemri scenario. Defenders must carry a chest from the centre of a
tomb complex and out of the only entrance. Attackers must obtain the chest
and remove it themselves.
Sandstorm, by Steven “Grafix” Gibbs Khemri scenario.
Poor visibility. Warriors initially represented by numbered tokens (plus
D3 decoy tokens) to disguise their identities. Also D3 "mirages" spread
across the board. Investigate each mirage to discover a vengeful spirit, a
treasure item or a lovely moist oasis.
Tomb
Raid, by Steven “Grafix” Gibbs Khemri scenario.
As Defend The Tomb except the chest begins in the middle of the complex
while both warbands begin at the edges.
Webmaster's Note: Unfortunately this site
is no longer available. If anyone knows its former webmaster, please
have them
contact us! Thanks!
Ambush Assassinaire, by Christian
Ellegaard - this is a modified, but heavily based version of Christian’s
“The Ambush” from his “Welcome To Mordheim” campaign. I’ve written a
fairly detailed description here as the text is somewhat confusing. It may
be just as well to check out Christian Ellegaard’s original version on
Archive Pestilens. The attackers are placed within 2” of any table edge
except for the gate edge. Defenders are split into 3 groups, (i) two
“Marksmen” (or best equivalent) placed within 2” of a table edge containing
an exit gate, (ii) two “Swordsmen” (or best equivalent) placed at the centre
of the table, (iii) the remainder placed wherever the player chooses. All
defenders must be placed at least 8” from the defenders. The warband leader
must be placed at least 16” away from the Marksmen & Swordsmen. The Marksmen
& Swordsmen groups are each allocated a sub-leader, both of whom are placed
2” from the warband leader. All defenders must be placed at least 8” from
the attackers. The Marksmen & Swordsmen are then scattered D6”. The Marksmen
& Swordsmen must rally or flee directly away from the nearest enemy, as per
All Alone tests. This continues until they pass a Ld test. Once within 2” of
their appointed sub-leader they automatically rally. Defenders win by
getting the Marksmen, Swordsmen & respective sub-leaders within 6” of the
warband leader. Attackers win by killing the Marksmen & Swordsmen, or having
them flee from the board. Phew.
Escape Through The Floods, by
Christian Ellegaard Taken from his campaign “Welcome To Mordheim”.
Defenders must cross the River Stir before the attackers chop them down.
Includes random table for attempting to cross the river.
The Vultures Fly High, by Zolli The
warbands contest a reputed magical artifact which is defended by a randomly
moving Ghost and his 4 carrion crows. PANCREAS BOY’S WYRDSTONE SHARDS (http://www.twistedpancreas.com/mordheim)
Many of Ross "Pancreas Boy" Franks’s scenarios have the standard “last to
rout” objective. With a little thought the objective can easily be modified
to reflect the scenario.
Acid
Rain, by Ross "Pancreas Boy" Franks Warbands fight under a hail
of acid rain. Each turn a random warrior loses a piece of weaponry or
armor.
Catch Me If You Can, by Ross "Pancreas Boy" Franks Warbands chase
the Executioner’s Hood as it blows around randomly, including up and down.
Decompose, by Ross "Pancreas Boy" Franks Warbands must fight amid
a scene of prior carnage. Due to corpses etc, all shooting and psychology
rolls are at –1.
Doppelganger, by Ross "Pancreas Boy" Franks Fully laden treasure
chest is guarded by a Doppelganger which assumes the nearest attacker’s
stats. The alarmed attacker must pass an Ld test in order to attack.
Downpour, by Ross "Pancreas Boy" Franks Heavy rain limits vision
to 12”. One in six chance of slipping when running.
Dry
Heat, by Ross "Pancreas Boy" Franks Due to dehydration, all
warriors have 1 in 6 chance of going Knocked Down on their turn. If they can
get to a central well they can remove this effect although they may also
find some Wyrdstone or disturb a random zombie.
Fist
Fight, by Ross "Pancreas Boy" Franks Two warbands camp close
together. In the night all their equipment is stolen. Warbands fight each
other, initially with no equipment. Each warrior may search through
buildings to find their own equipment in a similar process to Hidden
Treasure.
Gargoyle Gamble, by Ross "Pancreas Boy" Franks
“Wyrdstone Hunt”
except that the players can choose to feed their newly found wyrdstone
shards to a gargoyle in an attempt to win his services.
Gas, Gas,
Gas, by Ross "Pancreas Boy" Franks All long-range missiles at –2.
Small random explosions keep the warriors on their toes.
Gauntlet Run, by Ross "Pancreas Boy" Franks Warriors must make
their way to central area where four trap-laden passages await. Warriors
must then negotiate random traps (boulders, scythes, etc) to gain prize from
a clearly eccentric old warband chief.
I
Dream Of…, by Ross "Pancreas Boy" Franks Peasant boy has
possession of a magic lamp. Warbands must take out peasant & his protective
genie in order to gain the lamp. The genie will then bestow one randomly
determined blessing per turn upon a warband member.
Jumunji,
by Ross "Pancreas Boy" Franks As Hidden Treasure except that if the chest
is dropped a random animal will appear, attacking the warbands.
Ladder Chase, by Ross "Pancreas Boy" Franks Warbands must
retrieve artifact from top of ziggurat by utilizing three ladders that each
warband carries (the walls are too slimy to climb unaided). Ladders may be
moved, stolen, etc.
Locksmith, by Ross "Pancreas Boy" Franks Warbands attempt to open
a safe housed within derelict bank. Players must get key-holder to safe and
brave potential traps, guard-dogs, etc.
Lord Of The Slings, by
Ross "Pancreas Boy" Franks A magical artifact, the One True Sling, is
spotted in the middle of a wide, shallow stretch of the River Stir. Warbands
must fight to gain it. Movement through the river is Difficult. The sling
makes the wielder invisible.
Mortality, by Ross "Pancreas Boy" Franks Warbands fight each
other while their leaders gradually lose points of Toughness due to a curse.
Spending a full turn next to a central well will banish the curse.
Multiply, by Ross "Pancreas Boy" Franks Standard battle but with
D6 random spawn creatures (stats as Squigs) appearing each turn. Last to
rout wins.
Pesky Portals, by Ross "Pancreas Boy" Franks
The board contains
D3+2 magical portals. Passing through a portal may or may not lead to the
model being transported to another randomly determined portal. Players must
attempt to teleport to a portal in a small room as this room contains a
wondrous treasure chest.
Rabies,
by Ross "Pancreas Boy" Franks Warbands fight over 2-4 Wyrdstone shards
amid 2-4 rabid dogs. Anyone bitten temporarily contract rabies, making them
attack the nearest warrior whether friend or foe.
Sacred Tree, by Ross "Pancreas Boy" Franks Defenders must chop
down a tree while the Attackers try to stop them.
The Day After, by Ross "Pancreas Boy" Franks One randomly chosen
hero is drunk. He is wandering the streets at random. His friends must try
to grab him and lead him to safety. His foes will try to make him pay for
being so foolish.
The Earth Trembles, by
Ross "Pancreas Boy" Franks A bonkers Warlock is causing random crevasses
to appear in the ground from his lofty tower. Warbands must kill the Warlock
while dodging the rapidly appearing chasms.
The General’s Daughter,
by Ross "Pancreas Boy" Franks The general’s daughter is chained to a post
in the middle of the board and defended by 2 Minotaurs. Warbands,
approaching from the same edge, will not fight each other until the chains
have been shattered.
Time Warp, by Ross "Pancreas Boy"
Franks Time goes backwards causing already wounded warriors to recover.
Each warband starts with 3 warriors standing. The remainder has a concealed
counter placed on the board to represent an anonymous dying warrior. As the
standing warriors reach the counters they turn them over to discover whether
they’re friend or foe. Either way, the once-dying warrior is now fully
recovered. All spells are at +2 to cast due to the general weirdness.
Tomb Raider, by Ross "Pancreas Boy"
Franks Warbands must attempt to swim to island, fight off venomous snakes
and escape with a precious item.
Unawares, by Ross "Pancreas Boy"
Franks Two warbands unwittingly camp very close to each other. Both
warbands begin asleep (i.e. Knocked Down) except for their lookouts. The
lookout must try to gain Line Of Sight (LOS) to their enemy in order to raise alarm.
Warpstone Gluttony, by Ross "Pancreas
Boy" Franks A mutant, complete with a random mutation, holds 4-7 shards
of Wyrdstone. Every turn he will eat a shard to gain an extra mutation.
What A Find!, by Ross "Pancreas Boy"
Franks Defenders must carry huge chunk of Wyrdstone (carried as a
standard chest) from one side of the board to the other. All except 3 of the
attackers are initially confined to 8” x 8” area on the escape side of the
board. The remaining 3 members are scouts. First they must gain LOS to the
Wyrdstone chunk while within 24” of it. Then they must relay this
information by gaining LOS to their Leader while within 8” of him. Only then
can the remainder of the warband cover the whole of the board.
What’s Yours Is Mine, by Ross
"Pancreas Boy" Franks Warbands begin in separate buildings. They must
capture enemy’s building while still holding their own.
Winter Cometh, by Ross "Pancreas Boy"
Franks The board has become a winter wonderland. All outdoor areas are
Difficult Ground and the snow counts as cover.
Burn The Witch!, by Grant "Blasphemous Heathen" Garvin
Mostly
flavoring for a campaign but also includes a burn/rescue the witch variant.
Mordheim's Burning, by
Rowan Coupland
Multiplayer. Reduced routing and a nasty Serious Injury chart make for a
lot of dead warriors. Huge haul of gold + experience for the winners.
Designed as end-of-campaign scenario.
The
Bridge, by Rowan Coupland Attackers try to cross the bridge.
Slowly arriving defenders try to stop them by destroying the bridge or by
removing the attackers' limbs. SPECIALIST GAME'S FANATIC ONLINE (http://www.specialist-games.com/assets/FO30MordDead.pdf)
Night Of The Dead, by
Andy Tabor 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.
Dragonslayer, by the Karak Azgal guys Karak Azgal scenario. Similar to Don't Wake the Giant but with a Dragon and
different rules for waking him. THE FANATIC ONLINE ARCHIVES
Happy Harpy Hunting Grounds, by Chris
Van Tigem Three-player scenario. One player runs a band of three Harpies who are
guarding their treasure-filled nest. The other two must kill all three
Harpies to gain their treasure. Last to rout wins, although the Harpies will
not rout and so must be defeated. Features the only recorded use of the word
“sod” in an official Mordheim publication.
Round-Up At The Mordheim Corral, by
Andy Tabor 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.
The Recipe, by Mark Havener 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.
Sort
of cross between “Surprise Attack” and “Wyrdstone Hunt”. Defenders must roll
4+ to have each warrior present. These poor souls are set up in central
building. Two Heroes are carrying some Wyrdstone, which they must carry from
table to win. The Attackers will try to stop them.
Re-enactment of an historical Mousillon battle between Bretonnians & Clan
Pestilens.
Not
Enough Room..., by Archeonicus Another Mousillon re-enactment.
Variant
of “Defend The Find”. Instead of a central building we have a treasure chest
which warbands must try to get within 4” of Cosy.
Safety on the Other Side, by Archeonicus More
Mousillon fun, this time in the fog. Attackers must get halfway across the
river, which lies at other side of the board from them. They can cross the
bridge or they can wade through the river. If the latter, there is a chance
they will lose their footing and drown.
Sigmar Had No Sisters!, by The Mordheimer Sisters of Sigmar vs.
Witch Hunters. Nice background to battle. Each warband has some additional
models in the form of sundry Mordheim refugees. A minor Daemon (run by a
third player) adds some spice by joining in the battle while causing random
mutations and corrupting the refugees.
The Battle for the Wharf,
by Archeonicus Mousillon schmousillon. Skirmish, except that much of the board is
underwater. If a warrior ventures into the water there is a chance he will
lose his footing and drown.
The Bridal Run, by Archeonicus A
wagon train is taking a warrior to his wedding. Embittered Attackers are
trying to stop them. The wagons will relentlessly continue to their
objective, the other side of the board. The Attackers will set upon the
warband, their wagons and even the horses in an attempt to stop them.
The Damned Duke’s Hoard,
by Andy 'Da Bank' Tabor Warbands vie for a dead Duke’s opulent treasure while the previous owner and
his spooky entourage try to discourage them. Includes the welcome return of
the random zombies.
The Great Robbery, by
The Mordheimer Defenders must escort a treasure chest to a ship and then
sail the ship from the table. The ship doesn’t appear on the river until
turn three. Attackers must try to prevent them and steal off with the chest
themselves.
To
the Rescue!!, by Archeonicus Rules for warbands rescuing a captured comrade or their stolen belongings.
Includes sneaky Attackers avoiding detection by the Defenders and the
captive being able to free himself and make a dash for it.
Trick or Treat!, by The Mordheimer Variation on Night Of The Dead, including fog, random happenings and
mutations. Winner is determined by a points-scoring system.
Chaos In The Fishpond, by Christian
Ellegaard [Note that the link from the menu page does not work. Instead cut & paste
http://www.thewarp.net/ow/scenario/mord4.html] While peacefully enjoying
a nice bit of relaxation at one of Mordheim’s famous fishponds, the
defenders are set upon by the attackers. Defenders only have their rods for
weapons (although they do have the Reach rule!). Includes rules for falling
in the Wyrdstone-affected pond and rules for the eldritch Fish Magic which
affects the area. As the author says, “Of all weird places in Mordheim,
fishponds are amongst the weirdest”. Quite.
Vampire Hunters, by Christian
Ellegaard Warbands attempt to slay a nasty old Vampire and gain his hoard
by completing a series of objectives; 1. Find the Vampire’s coffin – similar
to Treasure Hunt, 2. Slay the Vampire; 3. Carry his treasure chest back to
your table edge. During the battle random minor Vampires will appear on the
board. There are no rout tests. Lots of nice fluff & some new magic items.
TOWN CRYER MAGAZINE 05
Ambush, by Mark Havener Multiplayer. Wyrdstone carrying defenders have to get off the table alive.
Lost Prince, by Mark Havener Multiplayer. Rescue wandering prince (also works perfectly well for two
players.)
Monster Hunt, by Mark Havener Multiplayer. Warbands team up (or not) to take on a monster.
The Pool, by Mark Havener Multiplayer. Root around for Wyrdstone in a pool in the centre of the table.
Treasure Hunt, by Mark Havener Multiplayer. Similar to Wyrdstone Hunt.
Street Brawl, by Mark Havener Multiplayer. Similar to Skirmish.
Wizard's Mansion, by Mark Havener Multiplayer. Similar to Skirmish with items at stake.
TOWN CRYER MAGAZINE 06
Kidnapped, by Tuomas Pirinen 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.
TOWN CRYER MAGAZINE 07
Rat Attack, by Christian Ellegaard 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.
Scourge & Purge, by Donato Ranzato
Witch Hunters vs. any warband. Skirmish in the company of a possessed
wizard.
Surrounded, by Christian Ellegaard Sewers. Defender must escape from centre of sewer network.
TOWN CRYER MAGAZINE 08
Forbidden Square, by Christian
Ellegaard Possessed (+allies) vs. Witch Hunters (+allies), Get D6+2
scattered wyrdstone off the table during the battle.
Stake Out, by Gavin Thorpe 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.
TOWN CRYER MAGAZINE 09
The Lair of the Snake, by Christian
Ellegaard Four player scenario. Each player must take out his randomly
specified enemy.
The Script of Sigmar, by Paul Smith 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.
TOWN CRYER MAGAZINE 10
That's All Mine, by Paul Smith Attackers blow up a mine using gunpowder rules from Archive Pestilens
(shamefully not described in the magazine) amid some random zombie
shenanigans.
TOWN CRYER MAGAZINE 11
The Caravan, by Honza Skypala & Stepan
Stepanov Escort or rob a merchant's caravan train.
TOWN CRYER MAGAZINE 12
Island Hopping, by the the Lustria
Development Team Lustrian scenario. Islands in a fast flowing river connected by
bridges. Control as many as possible.
Secrets of the Beujuntae, by the the
Lustria Development Team Lustrian scenario. Wyrdstone Hunt while
a Daemon spirit flits around possessing random Heroes.
The Fog of War, by the the Lustria
Development Team
Lustrian scenario. Light fog affecting movement and missile
range.
The Night of the Headless One, by
Kevin J Coleman Hidden Treasure except warbands look for skull of the
Headless One while its awesome original owner creates carnage.
TOWN CRYER MAGAZINE 13
Hunters Become the Hunted, by the the
Lustria Development Team Lustrian scenario. Similar to Surprise
Attack.
Lost Temple of the Slann, by the the
Lustria Development Team Lustrian scenario. Similar to Wizard's
Mansion.
The Sword of the Herald, by Jeff Hogg
Multiplayer scenario involving a mean sword, huge chunks of Wyrdstone &
those ever-popular random zombies.
TOWN CRYER MAGAZINE 14
Finders Keepers, by Roger Latham 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.
Mule Train, by Robert Walker 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!
TOWN CRYER MAGAZINE 15
Death in the Mists, by Nicodemus Kyme
Albion scenario. Visibility reduced to 2D6". Warriors might get
lost.
Gift of the Truthsayers, by Nicodemus
Kyme Albion scenario. Scrap over a magic item with random boggy
happenings.
The Mummy, by Rob Houdek Hidden
Treasure except warbands look for the stash of a mummy while its scary
original owner plus friends have their say.
The Ogham Stones, by Nicodemus Kyme Albion scenario. Enhance powers for spell-casters with Truthsayers &
Dark Emissaries tagging along for good measure.
TOWN CRYER MAGAZINE 18
Haunted Treasure, by Michael Reuvers
Serious treasure guarded by equally serious Banshee.
TOWN CRYER MAGAZINE 19
A Night In The Graveyard, by Jason
"Teacher Guy" Kahler 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.
Bar Room Brawl, by Jason "Teacher Guy"
Kahler 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.
Protect The Prince, by the Khemri
Development Team Khemri scenario. Escort a cowardly prince across the desert while a
rival warband tries to kill him.
TOWN CRYER MAGAZINE 20
Burn The Witches, by Nicodemus Kyme 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.
One Man's Rescue Is Another Man's Kidnap,
by the Khemri Development Team Khemri scenario. 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.
The defender must stop him.
TOWN CRYER MAGAZINE 21
The Gauntlet, by Erik Johnson Classic Indiana Jones stuff. Warbands race along trap-laden corridors
towards a great treasure. For 2+ warbands.
TOWN CRYER MAGAZINE 22
Assault On The Rock, by Grayson
Gaudreault 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.
In The Dead Of The Night, by Space
McQuirk & Chris Blair 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.
TOWN CRYER MAGAZINE 23
A Stroll In The Garden,
by Anonymous Skirmish set in Mordheim’s Steinhardt Memorial Gardens. Warriors within 2”
of a tree or bush receive hits from the chaos-wracked foliage.
The Bodyguards, Kurtis Burdau 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.
TOWN CRYER MAGAZINE 25
Blood Hunt, by Mark Havener, et al. 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.
Bounty Hunting, by Mark Havener, et
al. 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.
Down At The Docks, by Mark Havener, et al. 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.
Lost In The Bogs, by Mark Havener, et al. 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).
Stagecoach Ambush, by Mark Havener, et al. 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.
The Item Lost, by Mark Havener, et
al. 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.
The Thing In The Woods, by Mark
Havener, et al. An Empire In Flames scenario. At least ½ 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.
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Gathering Of The Horde, by Nicodemus
Kyme Massive multi-warband gang fight based upon the “Gangs Of New York”
film, complete with special rules for horde fighting. Recommended for 3-6
warbands per side. Could work as a massive end-of-campaign scenario (e.g.
all the good warbands vs. all the chaos warbands) or as a one-off.
The Watchers, by unknown 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.
TOWN CRYER MAGAZINE 27
The Frenzied Mob, by unknown 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.
TOWN CRYER MAGAZINE 28
Encampment Raid, by unknown 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.
The Rats’ Lair, by Aaron Ishmael 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. WHITE DWARF MAGAZINE #247
Wild Magic A sort of random events
for magic users. The casting of spells results in unpredictable occurrences
either beneficial or otherwise.
Guard The Dredgers, by
Tom Pliska Two NPCs in a boat, dredging a shallow part of the Stir for
Wyrdstone. The defenders must guard the dredgers who are poling their way
off the river. The attackers must stop them by storming the boat. If the
attackers control either of two bridges, one at either end of the river,
then the dredgers won't pass underneath it.
Betrayal, by Wrath Both warband begin in the centre of the board
and with half their warband members. Attacker may automatically bring on his
remaining warriors over the next 3-4 turns. Defender may attempt to bring on
his remaining warriors at a similar rate but must successfully roll first.
Two player.
Break-In,
by Wrath Warbands attempt to carry a heavy chest from the board. If the
chest is not carried off before the battle finishes then the surviving
warband does NOT get the chest. Two or multiplayer.
The
Game, by Wrath Two things going on here; 1. Three wyrdstone
shards in each players deployment zone. If a shard is picked up, the warband
whose zone it is will automatically rout on their turn. So guard those
shards!; 2. A warrior must touch the prickly “Pillar of Pain” for 2
consecutive turns to win the game and gain an artifact. Apparently very
difficult to pull off but fun to try. Multiplayer.
Treachery, by Wrath Multiplayer. Warbands start with 1-6 random
warriors missing. Each player secretly draws a red or black playing card to
become part of the black alliance or the red alliance. When warbands are
within Initiative distance they may compare colors. If they match they may
ally. If they don’t they may not. If an attack is made against another
warband of the same color that warband is declared a traitor and may ally
with no-one. Ingenious!
Bug Hunt!,
by Paracelsis Bounty hunt for 2-4 nasty Genestealers which are controlled
by a neutral player. The warbands must then carry the Genestealers’ heads
from the board to claim their reward.
Life's a Beach, by Ian Davies
An Albion scenario. We'll fight
them on the beaches, but watch out for the rapidly rising tide!
Night of the Unliving Dead, by
American Flagg Zombies vs. good warband. It's those crazy random
zombies again, this time in a wood and besieging an abandoned house.
"Now Keep Me Safe, You Hear!?", by
Kurtis Budau For three warbands or teams of warbands. One warband/team must
protect a cowering merchant, another must carry him alive from the
battlefield while a third must sever his head and remove it from the table.
If the merchant is killed then racking for the severed head and carrying it
from the table becomes the focus of the scenario. Possibly the origins of
the sport of Bloodbowl.
Save The Dead, by Terry Maltman
Undead (or Possessed) vs. human warband. Race to consecrate graves or to reanimate the corpses within.
The Day of the Dinosaur, by Jeff Hogg
Multiplayer scenario involving finding & retrieving a Skink artifact
while the scaly ones do their best to spoil the fun.
The
Assassin, by Paracelsis The Terminator. A bio-mechanoid assassin,
controlled by a neutral player, has been sent back in time to kill a young
girl. The warbands must first kill the assassin then lead the girl from the
board. Nice background fluff.
The Shadow of the Plague, by Michael
Murphy Recover a plague-containing vial from a Pestilens' subterranean
dwelling. Involves random tunnels & patrolling NPC Plague Monks. Based on a
Stephen King book.
The Twisted Tome, by André J. Oord
Models find themselves shrunk and within an arcane library. Heroes must
stand unopposed atop a perilous ink-bottle for six turns in order to read an
enormous magical book. I kid you not. Handy if you've left your ruined
buildings terrain at a mate's house.
Tug
of War, by Ian Davies Rescuing captive warriors. The captive is
handcuffed to an enemy model. As the pair struggle they pull each other
around the battlefield.
Capture The Flag, by Kilgs (Search for
MESSAGE #52161) Warbands must attempt to capture their opponent’s flag &
return it to their own base. Additionally up to 50GC of Out Of Action warriors may be
regenerated.
Assassination, by Bill Strip
Three
sneaky Heroes attempt to bump off one of opponent's warband without the
defender knowing who is the target. Actually much more balanced than it
sounds.
Discovered Treasure, by Roy Cowan Models arrive in dribs & drabs and from random sides of the table.
The Vampire, by Donato Ranzato Undead vs. any warband; Classic Hammer horror stuff involving a race to get
to five virgins before the enemy does. Similar to a Saturday night down the
Black Horse really. Features characters called Igor and Buffy!
Werebeast Hunt, by Michael Yungbluth Warbands hunt down werebeast warband (which is run by moderator/3rd
player.)
A Wizard’s Fate, by D Puentes Warriors must navigate their way through randomly teleporting portals in
order to access a powerful wizard’s lair. Then they must kill him and escape
with his fully laden treasure chest. “Subplots” rules apply. Includes a
battle report.
Hand Of Fate, A fully-tooled Vlad &
Isabella Von Carstein lead a small undead army (including 60 skeletons!)
against, I hope, an alliance of warbands.
Living Treasure, by D Puentes Three
treasure chests/warband. Models must pry open chests (S test) to discover
whether the chest (i) contains treasure, (ii) is empty, or (iii) attacks the
finder (no I’m serious). First to get a chest full of treasure off the board
wins.
Monkey In The Middle, by Wrath Multiplayer. Each warband has 1,000 gold crowns and starts at the edge of
the board except for the “monkey” who has 2,000 gold crowns and starts in
the centre. Last man standing wins.
The Nest, by D Puentes Warbands
must battle some pretty mean giant spiders (one per warband). The spiders
must first be found in a manner similar to Hidden Treasure. Includes a
battle report.
The Rescue Of Molto Perduto, by D
Puentes Warbands vie or ally to rescue 7 NPCs from a graveyard in the
centre of the board. The graveyard is patrolled by an Undead warband (run by
a moderator or alternately by the players). Includes a battle report.
Round Up, by A Tabor 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
mutated boars based on Power In The Stones rules. Really good fun.
Watery Grave, by David Martin Heavy
rain has caused the river to burst its banks resulting in a raging torrent
across the board. The ground level is impassable. Only the upper stories &
any interconnecting walkways remain. Any warriors which fall into the water
are Out Of Action. In addition visibility is limited to 3D6”. Last to rout wins.
The Square of the Snake, by Christian Ellegaard [summary]
The Witch Hunts In Mordheim, by Grant N. Garvin [summary]
Tickle the Mummy, by The Masked Monkey [summary]
Compiled by Ian Davies & edited by The
Mordheimer. Updated to 193 scenarios
January 14, 2006.
The scenarios make use of Games Workshop’s intellectual property which is used
without permission.