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# Scenarios

The Board

For games of up to 4 players, unless specified otherwise, games of Mordheim take part in a 4x4' square arena. For games of more than 4, this size is extended to 4x6'. The map should be as densely packed with buildings as possible, with just enough room between them for miniatures to pass by one another.

For best results, the largest and most complex buildings should be as close to the middlle of the board as possible to prevent ranged warbands from playing overly passively by remaining safely in their deployment areas.

There are any number of scenarios available online, or you can come up with your own. Some events, such as the Mordheim Map or the Captured scenario, may dictate which scenario is played at a given moment. The rest of the time you should randomize which scenario is played. Since dice results are not evenly distributed in probability I recommend using an online randomizer.

Deployment

To deploy your warband you must first determine which table edge you set up on. Usually this will be determined by rolling off against the other players, though some scenarios will have special rules about how deployment works.

Once you have determined your table edge, you may set up your warband anywhere along it - though no closer than 12" to one of the corners, and no further than 6" onto the board.

Your warriors must start the game on street level - they may not be placed into a location which would have required them to take an action, such as hiding or climbing.

For scenarios that require players to deploy in corners, the corner deployment zone is a rectangle 6x18" extending clockwise around the board.

For scenarios using the 4x6' board some extrapolation may be required depending on the number of players. Deployment in corners, then a 6x18" rectangle in the middle of the long edges works best.

Rewards

There are two types of reward that can be obtained through actions in the game: Wyrdstone Shards and Treasure Chests. Each of these behave differently in-game, but they do share two particular things in common.

Escaping with Rewards

Any Warrior carrying a Reward may move off the board with their spoils, escaping the battlefield to return to camp with what they have. Warriors that escape in this way will gain +1 Experience after the battle, and their Reward is added to your Treasury. They may roll Exploration Dice after the game if they were a Hero.

Warriors that leave the board in this way are considered no longer to be a part of your warband for the purposes of Rout Tests. (For example, a Warband of 13 people has lost 3 warriors through Out of Actions. One of their Warriors leaves the board with Treasure, reducing the starting size of your warband from 13 to 12. This will place them in Rout territory, so be careful when deciding to flee with your spoils!)

Treasures held by Warriors when they win a scenario are kept and added to the treasury, without bonus experience.

Routing

If a Warrior routs they will drop any Rewards they were carrying in the hopes of stalling their pursuers - taking any chance they can get to save their own skins!

Wyrdstone Shards

Wyrdstone Shards are ultimately why your warbands are here, and many scenarios will involve them. While much of your experience comes from your Exploration Phases after the game, the collection of extra Wyrdstone on the battlefield can be of significant benefit to your warband!

In order to collect a Wyrdstone Shard you must move into base contact with it and declare to your opponent that you are picking it up. This counts as a running move no matter how far your warrior actually travelled, and you may not pick up a Shard that is already being carried by another Warrior. A Warrior may carry any number of Shards at once.

Shards may not be traded between warriors on the battlefield, and if a warrior carrying Wyrdstone is taken Out of Action they will place the Wyrdstone Shard on the ground where they fell. If they were taken Out of Action by hand-to-hand combat the Shard immediately goes into the possession of the warrior who felled them, without them needing to perform a movement in order to collect it.

Animals and warriors incapable of earning experience may not collect Wyrdstone.

Treasure Chests

Treasure Chests are unique items found in certain scenarios. Unlike Wyrdstone you will not know what is inside them until after the battle, and are large and cumbersome things to haul across a battlefield.

Picking up a Treasure Chest works in the same way as Wyrdstone Shards, except while carrying a Chest warriors may not shoot. If they are engaged in Hand-to-Hand combat they will immediately drop the chest too as they hastily defend themselves, and Warriors may only carry one Chest at a time.

Additionally, such is the weight of Treasure Chests that Small warriors reduce their movement by half when carrying them - though this penalty may be negated if they carry it in pairs with another Small warrior. If a pair of Warriors carry a Treasure Chest from the board only one of them gains experience, at the player's choosing.

Chariots may carry any number of Treasure Chests.

Monsters

Many scenarios and Random Happenings will involve hostile monsters! These creatures will usually move towards the nearest visible warband member as quickly as possible (without running).

If a monster has 1 wound on its profile, Heroes will gain 1 Experience for putting them Out of Action.

If a monster has multiple wounds on its profile, you will gain 1 Experience for wounding them - and an additional 1 for putting them Out of Action. Henchmen may gain this bonus too, as they probably earned it!

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# Defend the Hoard

Scenario: Defend the Hoard

In this scenario the defending warband has prepared to send an accumulation of Wyrdstone back to their masters.

Whether it be for sale in the case of Mercenaries, some bribe to win further favours for Skaven, or for returning to the chapel for cleansing in the case of the Sisters of Sigmar, Warbands will have any number of reasons to need to send resources out of the city to further their goals. The defending warband has spent a great deal of time pooling its resources and gathering wyrdstone to send away for sale, but this movement has attracted unwanted attention. Attacking warbands see an unmissable opportunity here, and must attempt to steal as much wealth as possible before the caravan (and more importantly its reinforcements) arrive.

Terrain

The defending player sets up a Hoard of their own design: They may choose four buildings and up to four walkways with which to build a defensible combination of structures in the middle of the table (or at least as much so is possible). In the middle of this superstructure is the Horde, a vast mountain of wyrdstone ready to be shipped as cargo. The Horde contains D3+1 shards of wyrdstone for each player participating in the scenario, and attacking players may collect a shard of wyrdstone from the Horde in the same way they would gather a normal shard of wyrdstone - collecting one per turn. As usual, animals may not gather wyrdstone. Defenders may not steal their own wyrdstone.

Set-up

The defending player sets up first, then attackers roll a D6 to determine who gets to deploy first, and deploy within 6" of their deployment zone. The defending warband may not form any formal alliances for this battle, and no special deployment rules may be used by any warband.

Starting the game

Attacking warbands roll a D6 and play then proceeds clockwise. The defending player always goes last (and therefore always gets the last play of the game)

Ending the game

The game lasts for 8 turns. If the defending player still has at least one warrior within the Hoard at the end of the 8th turn they then win and claim all the Wyrdstone remaining. If the defending player has no warriors remaining at the end of the game then the attackers win.

Attackers may only keep the Wyrdstone they had in their possession at the end of the game if they did not rout, or carried off the board. Unclaimed Wyrdstone left in the Horde or on the ground is assumed to be taken by the caravan the defenders were attempting to sell to (though they will of course recieve no credit, as it was no longer theirs to sell!). If there is only one attacker left before the eighth turn they may continue to play alone until the turn limit is reached to steal as much Wyrdstone as their warband can manage!

Experience

+1 per Wyrdstone Counter: Heroes or Henchmen carrying at least 1 shard of Wyrdstone by the end of the game get +1 Experience. Warbands that rout before the turn limit have dropped their wyrdstone, and do not gain this benefit. +1 Brilliant Defence: If the defending warband won their leader may gain an additional +1 extra Experience as the caravan owners marvel at their fantastic defiance of the odds.

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# 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. In this scenario, warbands encounter each other while scavenging in the same ruined warehouse, vault, temple or other such potentially rich building.

Terrain

The city is set up as normal with no special additional criteria.

Special rules

Once you have placed the terrain, put some Wyrdstone counters on the tabletop to represent where the shards are. For each warband present there are D3+1 shards of Wyrdstone. Each player takes it in turn to place a counter. Roll a D6 to see which player goes first. The counters must be placed more than 10" from the edge of the table and at least 6" away from each other.

Note that counters are placed before deciding which edge the warbands will play from, so it is a good idea to put counters towards the middle of the table. Warriors can pick up the counters simply by moving into contact with them, though this will end their turn. They may not perform any further movement or shooting this turn. A warrior can carry any amount of wyrdstone without any penalty. Warriors cannot transfer their wyrdstone to another warrior. If the warrior who is carrying counters is taken out of action, place the counters on the table where they fell.

Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Starting the game

Each player rolls a D6. The highest scoring player takes the first turn. Play then proceeds clockwise.

Ending the game

The game ends once all shards of Wyrdstone have been carried from the board, in which case the warband that carried the most shards away is the winner. Alternatively if only one warband remains on the table and there are still unclaimed shards they have two turns in which to try to collect them. The game will end after those two turns.

Experience

+1 per Wyrdstone Counter: Any Hero or Henchman that carries any number of Wyrdstone off the board gain +1 Experience.

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# Breakthrough

(No more than 3 players)

Warbands that show dominance over their rivals will typically be the first to uncover new stashes of Wyrdstone or find safe routes through the city to yet-unexplored districts. As with all mysteries these may ultimately prove fruitless, but warbands will often clash violently for the opportunity to be the first there. In this scenario the Defender has a lead on one of these mysteries and has agents currently investigating. The attacking warband (or warbands) must break through the stronger warband's defensive line to beat the agents to it!

Terrain

The city is set up as normal with no special additional criteria.

Set-Up

The Defender may choose a single table corner to be their deployment area. They may deploy their entire force within that zone in a 12" by 12" box. It is worth marking these deployment areas as they will be important to know for the Attackers' Breaking Through objective.

Attackers roll a D6 each. Highest roll deploys first on a table edge of their choosing.

Starting the game

The Defender goes last. Roll a D6 to determine which attacker goes first.

Ending the game

If the Defending player routs or if all of the Attacking players rout, then the game immediately ends. The game will also end if all of the Attacking players' warband leaders are Out of Action.

In order for the Attacker to win the scenario they must move their warband leader into contact with a table edge along the 12" x 12" zone that the Defender deployed in. In doing so the leader will escape the board and win the scenario.

The Defender will win if none of the Attackers have any leaders left, or if all Attackers rout.

Experience

+2 Uncovering the Mystery!: The leader of the winning warband will gain +2 Experience for uncovering the mystery.

The reward

The winning warband will be able to choose the next scenario that is played.

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# Street Fight

(No more than 4 players)

Often 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.

Terrain

This scenario works best in groups of no more than 4 players. While certainly possible to play with more, it is advised to re-roll the scenario if your games group has more than 4 players.

Set up a narrow street (approx 5" wide is best) with buildings on either side. In games with more than two players you will need to set up a junction in the middle of the board, allowing routes for each warband - a Street Fight with four players would therefore need to be at a crossroad. As best you can, try to set this junction up in such a way that each warband will have about the same distance to travel if they intend to reach the opposite board edge.

Any area that is not part of any of the buildings and is not in the street is considered Impassable Terrain. It will be important to establish with the other players what is or isn't Impassable Terrain before rolling for deployment.

Set-up

Players roll a D6 each, the highest roller deploys first. Warbands are deployed within 6" of opposite ends of the street.

Special rules

Neither warband can backtrack down the street to leave the battlefield via their own edge.

Starting the game

Roll a D6 to see who has the first turn. Play then proceeds clockwise.

Ending the game

Each warband must calculate the threshold that would cause it to require rout tests at the start of each turn (for example, a warband of 12 has a threshold of 3.). In order to win the scenario a warband must move this number of Warriors off of any table edge other than the one they deployed on.

Experience

+1 Escaping: Any Hero that escapes off an opposing board edge gains +1 Experience.

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# Chance Encounter

The warbands involved have completed their daily search of the ruins and are on their way back to their encampment when they run into each other. None of the sides involved were expecting a fight, and the warband that reacts the quickest has the advantage.

Terrain

The city is set up as normal with no special additional criteria.

Special rules

Each warband is carrying D3 shards of wyrdstone at the beginning of the battle, plus 1 for each additional participating warband beyond the second. Mark down the number each warband has.

Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Starting the game

Each player rolls a D6 and adds the normal Initiative of their leader. The player with the higher score goes first. Play then proceeds clockwise.

Ending the game

The battle ends when only one warband is left in the game.

Experience

There are no additional Experience bonuses for this scenario.

Wyrdstone

Both warbands gain all the wyrdstone they were carrying at the beginning of the battle, minus the number of their own Heroes that were taken out of action during the game, down to a minimum of zero. In addition, they gain one extra shard of wyrdstone for each enemy Hero they take out of action, up to the maximum number of shards the opposing warband was carrying at the beginning of the battle.

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# 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?

Terrain

The city is set up as normal with no special additional criteria.

Special rules

All the warriors (not animals!) in each warband know roughly what they are looking for and must inspect the buildings to find the Treasure Chest.

Each time a warrior enters a building which has not been previously searched by either side roll 2D6. On a score of 12, they have found the treasure! Buildings in the deployment zones are not searched (since they have already been thoroughly ransacked) and each building may only be searched once. If you have not scored 12 with any roll when there is only one building left to search, the Treasure Chest will automatically be found there.

Whoever recovers the Treasure Chest may roll on the following chart after the game to see what the chest contains. Note that you roll for each item separately, apart from the gold crowns, which are always automatically found. For example, roll to see if you find any wyrdstone – you need a 5+ to find it. Then roll to see if you find the armour, and so on. This can make the chest a very valuable acquisition – however, it could also mean that your warband has risked death for only five gold crowns!

Item Roll Required
5D6 GC Automatic
Magical Artefact 5+
D3 pieces of wyrdstone 5+
Suit of heavy armour 4+
Sword 3+
D3 gems worth 10 GC each 5+
Set-up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section. Special deployment such as Hunch may not be used for this scenario.

Starting the game

Roll a D6. The player rolling highest has the first turn.

Ending the game

When one warband gets the treasure to safety, or only one warband remains, the game ends. The victorious warband then gains the treasure chest.

Experience

+2 For Finding the Chest: If a Hero finds the treasure chest they earn +2 Experience.

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# 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 opponents have the same idea.

Terrain

The city is set up as normal with no special additional criteria.

Special rules

The objective is to capture D3+2 of the buildings on the tabletop. Mark these buildings, starting with the one closest to the centre of the table, working your way outwards to the next nearest building. A building is occupied if at least one of your standing models is inside and no enemy models are inside the building.

Set-up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Starting the game

Each player rolls a D6. The player with the higher score takes the first turn. Play then proceeds clockwise.

Ending the game

There is no need to take any Rout tests – as the game lasts for a maximum of eight turns. If a warband voluntarily routs they lose all occupation of buildings. If all warbands but one rout before the eight turn time limit the remaining warband is considered to have occupied all buildings.

Experience

+1 Occupation: Warbands may allocate +1 Experience to their warband leader for each building they Occupy at the end of the game.

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# The Rescue

There are times when your most experienced Heroes are slain, and you mourn them greatly; however, it is often worse for them to be captured by the enemy, as not only will it be likely that you cannot get them back, but your enemy will also greatly profit from it.

This is the scenario that warbands will play if they fail to organize the return of a Captured warband member. If such a situation arises, the warband that had a Hero captured may opt to play the next scenario as a Rescue Mission; this cannot be superseded by anything, nor can the warband who captured the Hero deny the Rescue Mission.

Terrain

This scenario takes place in the Defending player's base. This can be their headquarters within Mordheim or simply the few ruined buildings that they have chosen to sleep in for the night. In any case the Defending player is the one who captured the warband member in question.

They may set up the board as they please, with a central building (or building superplex) in the middle of the board.

The Prisoner

The prisoner and their gear are set up in the central building as described above. The prisoner may not act until they are freed. Their gear is kept in a chest, and the two need not be kept together.

The defender is not allowed to attack or “execute” their prisoner, but must attempt to drive off the rescuers. Once the captive is freed, however, they are fair game.

A prisoner is free to move and fight once cut free by a friendly fighter. The friend moves into base contact with them and spends the rest of the turn cutting them free; the rescuer may not shoot, cast spells, fight in hand-to-hand combat, or do anything else at all.

Once freed, the prisoner may move and attack normally. Note that the captive has no weapons or other equipment until they reclaims their own (or if the friendly fighter gives them something). The attacking warband can reclaim the captive's gear by moving into base contact with the chest. As above, it takes the rest of an attacker's turn to open the chest.

If the model who opens the chest later comes in contact with the prisoner, they may give the prisoner all their old gear.

Set-Up

The warband that captured the Hero is automatically the defender, and sets up their warband anywhere on the table, though no warrior may be within 12" of a table edge and no warrior may be within 6" of another warrior. This must be done before rolling for table edges.

Starting the game

The Rescuer always gets the first turn. Play then proceeds clockwise with the Defender going last.

The Captors

Sentries: Until the alarm is sounded (see below), the defender's models move about in a somewhat random pattern, keeping a look out. Each sentry moves d6-3 inches per turn; roll separately for each model.

If the result is negative the sentry does not move. After moving each sentry, roll the Scatter dice and turn the model to face the direction indicated. Models with Stupidity move like this until the alarm is sounded (effectively ignoring their Stupidity for now). Sounding the alarm: Until the alarm is sounded, sentries move as described above. Sentries that have not been alerted are at Weapon Skill 0 and they may not shoot or cast spells. After the alarm is sounded, the sentries may move and attack freely. The alarm can be sounded in a number of ways:
Spotting: Roll 2D6 at the end of each of the defender's turns. This, plus an individual model's detection range, is the distance at which a model can try to spot the enemy. They must be within the front 90° arc of the model. This represents that the swirling fog and lingering smoke that fills Mordheim is somewhat distracting when an enemy does not clearly present itself. It also shows that the attacker is attempting to move more stealthily than normal.
Attackers in the open will be spotted on a d6 roll of 2+. Attackers in cover will be spotted on a d6 roll of 4+.
Attackers out of sight of a sentry or not in their frontal arc, but within the detection range of the sentry will be “spotted” (more like heard) on a roll of 6.
Attackers are immediately spotted if they move into Open Ground within sight of a Sentry.

If a sentry spots a raider, they sound the alarm. However, they can only give the alarm if they survive the attacker's turn. If they are taken Out of Action, then they cannot sound the alarm. Black Powder Weapons: Perhaps unsurprisingly, if a Black Powder weapon is fired the alarm is immediately raised.

Ending the game

The game ends if the captive is freed and makes their escape by moving off any table edge. The game also ends if all the attackers are taken Out of Action. Due to the high tension and stress of the situation the Rescuer does not need to take rout tests.

If the captive is cut free and then their warband routs before they can flee the table then they must roll for serious injury on the first half of the table. This reflects the odds of a lone and unarmed warrior exhausted by captivity having an extremely low chance of getting back home safely by themselves.

Experience

+2 Escapes: The captured model gains +2 Experience if they successfully exit the board. +2 Winning Leader (Defender): The leader of the defending warband gains +2 Experience if victorious rather than the usual 1.

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# Harpy Hunting Grounds

The ruined buildings of Mordheim are home to many strange and fantastical creatures, a number of which are the subjects of rumours about hidden riches. Occasionally warbands will attempt to discover whether these rumours are true. Most of the time these adventurers are never seen again, but often enough they return laden with treasures; often enough, that is, to convince the rest that it’s worth a try...

A group of three Harpies have nested in one of the tall buildings in the edge of the ruined city, and their scavenging and attacks on unfortunate warbands has ensured a sizeable stash of valuables. In fact, the Harpies have been nesting on some rather sizeable 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.

Terrain

Start by setting up one of the taller buildings (8" or taller) in the centre of the playing area (The top of this is where the Harpies have built their nest). The rest of the board is set up as normal.

Special rules

The nest is absolutely full of items hoarded by the kleptomaniac Harpies - not least a trove of Wyrdstone that the poor creatures had mistaken for eggs!

The winning warband may roll on the chart provided to determine what is contained in the nest:

D6 Item
5+ D3 Shards of Wyrdstone
3+ D3 Shards of Wyrdstone
5+ Heavy armour
6+ D3 Shards of Wyrdstone
4+ Gems worth 30gc
6+ Magical Artefact
5+ Horse
3+ Lucky charm
4+ D3 shields
5+ D3 helmets
2+ D3 swords
Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section. There are D3 Harpies in the nest per warband. Refer to the 'Monsters of Mordheim' section for the Harpiers' characteristics.

Starting the game

Each players rolls a D6. The player with the higher score takes the first turn. Play then proceeds clockwise.

Ending the game

A warband wins if all the Harpies have been taken out of action and the other warbands have routed.

The Harpies win if all of the warbands rout before the Harpies have all been taken out of action.

If one warband remains but there are still harpies, they have two turns in order to attempt to clear them out. After that the game ends.

Experience

There are no additional experience bonuses for this scenario.

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# The Lost Prince

Travelling entertainers often tell tales of the ruined city and because of this, sons of the privileged classes often see the city of Mordheim as one big romantic adventure. Sometimes one will run away from home to join a mercenary warband and make a name for himself.

Often these individuals are killed before they even get to the city but once in a while one will get lucky and actually make it that far. Sometimes their families are happy to see the young fool go but occasionally, a rich merchant or noble will actually pay to have his son saved from his inevitable fate in Mordheim.

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.

Terrain

The city is set up as normal with no special additional criteria.

Special rules

The merchant’s son is initially placed in the centre of the board. He will wander D6" in a random direction at the start of each of the first player’s turns, until someone ‘rescues’ him. If a warband member comes into contact with the merchant’s son (through normal movement, NOT through charging – this is an exception to the normal rules and represents that the merchant’s son is not the enemy and should not be engaged in combat), the boy will attach himself to that member and follow him around. Warriors that cannot gain experience may not attempt to speak to the merchant's son.

If the ‘rescuer’ is taken out of action, flees or routs, the merchant’s son will attach himself to the next warband member to contact him.

Should someone wish to attack the merchant’s son, he has the following statline and is equipped with a Dagger:

Profile M WS BS S T W I A Ld
4 1 3 3 3 1 4 1 6
If he is killed, no reward will be issued to the winning warband, of course.
Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Starting the game

Each player rolls a D6. The highest scoring player takes the first turn. Play then proceeds clockwise.

Ending the game

The game ends when one warband manages to get the merchant’s son off of the table edge they deployed on. That warband (and any allied warband) is the winner. Alternatively the game is won if all other warbands have routed. Killing the Prince will not end the scenario, though nobody will be able to claim the reward.

Experience

Escort Service: A Hero that escorts the Young Prince off of the table gets +1 experience.

The Reward

D6 Item
2+ D3 Shards of Wyrdstone
5+ Heavy armour
4+ Gems worth 30gc
3+ Purse worth 5D6 gc
2+ D3 swords

Alternatively the Young Prince may be sacrificed, Sold to The Pits, sold to slavers, eaten, or whatever other particularly evil things a warband can do to a Captured human hero that has failed to be rescued.

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# 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.

Terrain

Start by setting up a body of water in the middle of the map A handy dandy canal segment would do fine, or simply outline a space of roughly 6" x 6" in the middle of the board. Special deployment may not be used for this scenario - the pool is too spooky to scout out without backup!

Special Rules

Roll a D3+3 to find out how many pieces of wyrdstone are in the pool. The pool functions like any other water feature.

Any Hero spending an entire turn touching the pool doing nothing else but searching for wyrdstone may roll at the end of their turn to see if they find some. On a D6 roll of 5-6, that player has found one of the pieces in the pool!

No Hero may search within 1" of another model (friendly or enemy), as models that are too close together disturb the waters for each other, so that neither may see the bottom. Only as many pieces of wyrdstone may be found as were rolled at the beginning of the game: any searching after that is useless.

Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Starting the game

Each player rolls a D6. The highest scoring player takes the first turn. Play then proceeds clockwise.

Ending the game

The game ends when all warbands but one have failed their Rout test. The routers automatically lose. Alternatively the game ends once all Wyrdstone shards have been taken off the table, in which case the warband with the most shards is the victor.

If there are still shards on the board when only one warband remains they have two turns in order to attempt to collect them. After that the game ends.

Experience

+1 Per Wyrdstone Counter: Any Hero or Henchman that carried any number of wyrdstone off of the board gains +1 Experience.

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# Monster Hunt

The warbands have heard rumours that terrible monsters have come up out of their 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.

Terrain

Start by setting up a suitable monster lair in the centre of the playing area. It may be worth determining what actually lives there beforehand. The rest of the map is set up as normal.

Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Special rules

The monster’s lair is located in the central building and this is where the beast (or beasts!) will be.

At the start of the game the monsters are considered non-hostile. They will become hostile if a warrior enters their lair or if they are hit with a missile, or are the target of a successfully cast spell. Once hostile they will charge any foes within range or, if there are none in range, will move as quickly as possible towards the model that first turned it hostile. If that warrior is already dead they will move towards the next closest warrior.

Starting the game

Each player rolls a D6. The highest scoring player takes the first turn. Play then proceeds clockwise.

Ending the game

When one warband is the only one to have any models within the monsters' lair, and the monsters have been put out of action, that warband is victorious and gets the monster’s hoard.

If the monsters are still alive when the other warbands rout, the remaining player may continue playing to finish them off.

Experience

There are no additional Experience bonuses for this scenario. Greater beasts give +2 Experience on kill rather than the usual +1.

Treasure hoard

Item D6
5D6 GC Automatic
Magical artefact 5+
D3+1 pieces of wyrdstone 4+
Gromril axe 5+
Suit of heavy armour 5+
Suit of light armour 4+
Suit of light armour 4+
Shield 4+
Helmet 4+
D3 swords 4+
D3 gems worth 10 GC each 5+
Jewellery worth 10-60 GC 5+

Great beasts in Mordheim

If fewer than 10 games have been played in the campaign then there are D3 monsters +1 for each warband beyond the second. The monster type present is selected at random from the following:

D6 Lesser Monsters
1 Tree Kin
2 Chaos Spawns
3 River Trolls
4 Rat Ogres
5 Dwarf Thanes
6 Ogre Gorger

If more than 10 games have been played in the campaign then generate your monsters as normal, though add +1 to each of their stats.

Alternative Rewards

Warbands may choose, instead of rolling on the table, to get a single magic item of up to 50 points value for lesser monsters, or 100 points for the greater monsters.

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# Writing on The Wall

The warbands have each heard rumours of a map drawn on an alley wall on Tyler Street that leads to great treasure! This alley is in the Poor Quarter, a cluttered and twisting section of the city. Whoever can decipher the map and keep this precious knowledge from their enemies will gain a great advantage in the hunt for a fantastic treasure!

Terrain

In the middle of the board set up two buildings such that a long (roughly 10") alleyway (roughly 2" wide) is formed between the two. This alleyway represents Tyler Street. The rest of the board is set up as normal.

Set-Up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section. Special Deployment may not be used.

Special Rules

The map on the alley wall was written by a madman, and the warriors in Mordheim will have a tough time puzzling it out in the middle of a fight!

In order to understand the map, a hero must be moved into the middle of the alley, and must spend two full turns doing nothing but studying the writing. Heroes who have taken at least one Academic skill may decipher the writing in one turn rather than two.

Once a warband has no further use for the map, they may ruin the wall so other warbands can't follow the directions to the treasure! The wall has 1 Wound, and a Toughness of 7. Attacks against the wall automatically hit, and any wound ruins the map.

Anyone attacking the wall must be in the alley (they cannot ruin the map from the other side of the wall or with a ranged attack).

The map doesn't lead to a specific treasure; rather it marks out good routes through the Poor Quarter. The extent to which this will be useful information at all is up for debate however! To interpret how useful these scrawlings are anyone who disciphered the writing will acquire three Mordheim Maps that you must immediately read after the game - they may not be sold. In this way it is theoretically possible for multiple warbands to get this result, should a warband rout before it can destroy the wall.

STARTING THE GAME

Players each roll a D6. The highest roller goes first, and play continues clockwise.

ENDING THE GAME

If one warband is able to decipher the writing on the wall, and then ruin said writing, the scenario ends immediately, and that warband wins. If both warbands manage to decipher the writing, then the scenario ends in a draw. If one warband deciphers the writing and then routs, the game ends in a draw. If the writing is somehow ruined before it can be deciphered by either warband, the scenario ends in a draw. Alternatively, if one side routs, the other wins. The winners are assumed to decipher and orient the writing at their leisure.

EXPERIENCE

+1 for Deciphering the Writing: Any Hero who deciphers the writing during the battle (limit 1 per warband) gains +1 Experience. +1 for Ruining the Writing: Any Hero who ruins the writing (after it has been deciphered!) earns +1 Experience.

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# Spawn Hunting

(No more than 3 players recommended)

"Over there men! After it! 50 Crowns to the man who brings that chaos beast down!" shouted Captain Alkazar to his men, as they chased the twisted Chaos Spawn through the ruined streets of what was once a productive farming village. In the time after the comet fell, the streets of Mordheim were tainted by the touch of the foul gods, and the effects visible in many areas. Men and women bore twisted visages of their former selves, and much, much worse was to be found. The touch of Chaos lay heavily on the land. Many priests of the righteous gods were trying to do what they could, but some of the more physical threats required a more robust response.
In this case, a Chaos Spawn has been tracked down, and is terrorizing its way through the remains of the city, and your warband is chasing it, and trying to bring it down. Or maybe you're trying to subdue it and bring it under your control, and then use it to make it your loyal servant. Such a creature would be very, very powerful to have under your control. However, you've run into a snag. Another warband has spotted you, and is closing in to intercept you and stop the spawn themselves. What is their motive? Why are they here? Such questions are not to be answered here.

Terrain

The city is set up as normal with no special additional criteria.

Set Up

The Defender sets up within 10" of one corner of the board, as they are the warband hunting the spawn.

Place one Chaos Spawn for every 4 games played so far in the campaign (minimum: 1) 16" from them, directly between them and the centre of the board (always place it on ground level.) Place opposing bands on the table edges opposing that player, and within 6" of the edge. Roll off to determine which attacker chooses which edge.

Starting the Game

The Spawn gets the first turn, and immediately make a move, away from the band pursuing them. Then the hunting band goes second, and roll a D6 for all other warbands taking place in this scenario, with the highest going first. This means the Spawn have their own turn, in addition to the players, so here's the rundown of turn order: Turn 1: Spawn Turn 2: Pursuing Band (Defender) Turn 3-?: Clockwise order.

Special Rules

Wyrdstone Necklace: Make note of which warrior(s) deliver the killing blow to each of the spawn on the table. After the fight, roll a D6 for each warrior who took a spawn OOA.

Whichever rolls the highest found a mysterious Wyrdstone pendant around the neck of the spawn! They can either wear it or sell the pendant to a wandering wizard for 10D6 GC.

Should the warrior choose to put it on, consult the following table for the result. (If the warrior in question is a henchman, remove them from their existing group and place them in their own group, which may never be added to again.).

D6 Result
1 The green stone drains the warrior of his vitality. Roll on the henchman advance table, for rolls of 1-9 reduce the stat indicated by 1 and for rolls of 10-12 the warrior gains a Random Mutation.
2 No effect beyond dark and troubled dreams.
3~6 Roll on the henchman advance table, for rolls of 1-9 increase the stat indicated by 1 and for rolls of 10-12 the player may choose any stat to increase by 1.
Ending the Game

The game ends only after the Spawns have all been taken Out of Action and only a single band is remaining on the table.

Experience

There are no additional experience bonuses for this scenario.

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# West Gatehouse

The West Gatehouse remains guarded by a dark and sinister tree beast, and to enter the city from this direction adventurers must first brave passing by this monstrosity. Skeletons hang from its branches and who knows how many skulls are entwined within its blackened roots. Warbands tend to scale the walls or have found tunnels into the city from the West side in order to avoid The Giant Oak that lurks at the West Gatehouse. The Great Oak that once stood near the ornate gates of the garden uprooted itself and began a rampage of death and destruction. A huge one hundred foot tall monster, it smashed through the perimeter wall of the gardens and began to make its way to the West Gatehouse where crowds had gathered in a desperate attempt to flee the disaster. With evil eyes glowing red, the instrument of the Shadowlord stomped through the crowd sending broken bodies hurtling through the air as its huge branches lashed out at the throng. Few managed to escape the Northwester Quarter of the city during the disaster, as the monster had rooted itself at the gateway slaughtering all that dared to pass. Many warbands have decided to go after the Giant Tree together to split the riches but many have been killed by The Great Oak or my each other as truces only last as long as a warband wants.

Terrain

This scenario is set up exactly as a Monster Hunt - though the Great Oak will need a much larger lair. Design it to be as much like an abandoned gatehouse fortress as possible!

Set-up

Players use normal warband set-up rules.

The Giant Oak will be placed in the middle of the board. Each warband will roll a D3 for the amount of Shadow Dryads that will be placed on the board. The Shadow Dryads will be placed on the board before players roll for sides and will be placed within 8" of the Great Oak. The Great Oak and Shadow Dryads will always be the last “player” to move or take its turn.

The profiles of the Giant Oak and Dark Dryad can be found in the Monsters of Mordheim section at the end of this chapter.

Starting the game

Each player rolls a D6, with the highest roller going first. Play then proceeds clockwise. The Giant Oak and evil arbours will be considered the last warband in order of play.

Ending the game

The game ends when all warbands but one have failed their Rout Test and the Great Oak is dead. If one warband remains and the Great Oak is still alive, they may continue on their own in an attempt to finish it off. (Limit: 3 turns after last player exits). If the time limit runs out or they rout, the game is a draw.

Experience

There are no additional experience bonuses for this scenario.

Rewards!

Winning the scenario will award the winning player a single Magic Item of their choosing, up to 100 points. Alternatively if the Hammerheim ruleset is not being used you may use the same table as the Monster Hunt, though will always find the Magical Artefact.

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# The Raven Barracks

The Raven Barracks, located to North West side of Mordheim, housed the military forces of Count Steinhardht. The emergence of Mordheim came during a time of great strife within the Empire as factions warred for succession - much as they do now. Furthermore the descent into madness that gripped the city as cults began to emerge left the City Guard thinnly manned and equipped. Obsessed with personal security, Count Steinhardt refused to commit his forces to any of factions for fear of leaving his estate undermanned.

The Count had the finest uniforms made for his soldiers and kept large stockpiles of black powder in case of a siege. When the comet struck, the Raven Barracks remained one of the few places in Mordheim that was not immediately overrun by the ensuing carnage of rioting and monsters, but those seeking sanctuary were gunned down just as unquestioningly as the beasts that pursued them.

Nowadays the barracks are empty. Worn down by the endless horrors and tired of their now insane Count, the remaining soldiers gathered what they could and deserted. Ruined and corrupted as it is, the majesty of the Raven Barracks can still be seen by warbands who now eagerly scour its depths to help themselves to whatever its garrison left behind.

Terrain

The middle of the board represents The Raven Barracks, and should cover an area that is at least 24"x 24", with an open courtyard in the middle. The rest of the board is arranged as normal.

Special rules

Once you have placed the terrain, place D3 +1 Treasure Chests for each warband involved in the game on the tabletop to represent where the Treasure Chests are. The Treasure Chests should be 12” inches away from the table edge and 6” inches away from each other.

When a model First touches a Treasure Chest roll a D6. If the result is a 1 then a trap has been activated. The model takes D3 automatic wounds as spring-loaded barbs fly towards them! They make take saves as normal. Only one trap per Treasure Chest.

Set-Up

Players use the normal warband set-up rules, though special deployment may not be used.

Starting the game

Each player rolls a D6. The player rolling the highest roll has the first turn, and play proceeds clockwise.

Ending the game

The game ends if only one warband remains, or if all Treasure Chests leave the board. If only one warband remains they have 2 turns to pick up those dropped by fleeing warbands. Once those turns expire, the game ends.

The winning warband is the one that acquired the most Treasure Chest at the end of the battle. It is therefore theoretically possible to rout and yet still win.

Experience

+1 Per Chest captured: If a Hero or Henchmen takes a crate off the battlefield they earn +1 Experience. They do not get this bonus for holding the chests at the end of the game.

Treasure!

After the battle during your Income phase, for each Treasure Chest roll a 4D6 and consult the below:

4D6 Result
4 Gems worth 100gc!
5 Blunderbuss with Heavy Ammunition.
6 D6 Healing Herbs
7 Suit of Heavy Armour.
8 Elven Cloak.
9 D3 shield and swords.
10~11 Take a Leadership test on your Warband leader. If passed you find 6D6gc worth of beer! If failed you only find 2D6. Undead need not test.
12-16 4D6 Gold.
17-18 Clothing, worth 2D6gc per crate including D3 sets of light armour. On a D6 roll of a 6 you leader has found a fancy hat that will increase their leadership range by 6”.
19 Luxury goods, worth 4D6gc per crate. Hidden inside (1-3) a Wyrdstone Pendulum (4-6) a set of Cathayan Silks.
20 Blackpowder, worth 5D6gcs per crate, contains one pack of Superior Blackpowder.
21 D3 Crossbows each with Hunting Bolts (same as hunting arrows).
22 D3 Suits of heavy armour.
23 Hochland Hunting Rifle.
24 One suit of Gromril Amour.

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# 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 abound that the former owner also dabbled in the arcane arts, which may explain why his home was almost untouched by the devastation.

Terrain

Start by setting up four buildings adjacent to one another in the centre of the board. This is the Wizard's mansion, formerly a vast and opulent complex.

Set-Up

The defender is deployed first inside or within 6" of the objective building. Then the attacking warbands are set up as normal.

In addition, for each attacking warband beyond the first, the defender rolls once on the table below to determine the additional equipment his warband gets to start with. Each item may only be found once. If the same number is rolled more than once, re-roll. These items represent the findings of the warband thus far and are meant to give the warband a chance against multiple opponents.

D6 Item Found
1 Potion of Strength.
2 D3 doses of Mandrake Root.
3 D3 doses of Crimson Shade.
4 Lucky Charm.
5 D3 Fire Bombs.
6 A pointy Wizard's hat that gives +1 to casting attempts.
Starting the game

Each player rolls a D6. The player rolling the highest has the first turn and order of play proceeds clockwise around the table (based on where players placed their warbands).

Ending the game

The game ends when all warbands but one have failed their Rout test. The last warband standing is the winner!

Experience

There are no special bonuses to experience for this scenario.

The Wizard’s Treasure!

At the end of the game the winning warband finds all of the items on the table which were not found before the battle.

In addition, roll on the following chart to see what additional items the warband finds in the mansion. Note that you’ll roll for each item separately, apart from gold crowns, which are always found. For example, you will need to roll a 4+ to find a Tome of Magic. Then roll to see if you find the Gromril Sword and so on.

D6 Item
Automatic 3D6 GC Automatic
5+ D3 Gems worth 10 GC each
4+ Tome of Magic
4+ Gromril Dwarf Axe
5+ Magic Item up to 25 points
6+ Magical Artefact

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# The Gaol

(No more than 3 players recommended)

The battle in the Gaol grounds is a Skirmish. Both Warbands have happened upon the area at the same time and are fighting it out for control, so they can loot it. Little do they realise the presence of the dreaded ‘Warden’...

Terrain

Choose any one neutral table edge of a 4'x4' board and place a large ruined building on the chosen table edge just on the table. This represents a part of the Gaol. The rest of the gaming area represents the Gaol grounds and terrain should be set up in a mutually agreeable manner.

Note that as a result, this scenario is best played with three players - any more and other players will deploy too far from the Gaol to meaningfully participate.

Set-up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section. Players cannot choose the table edge that has the Gaol building on it.

Starting the game

Each player rolls a D6. The player with highest score takes the first turn. Play then proceeds clockwise. The Warden will always have the last turn however.

Special rules

The Warden and his Lackeys: Hidden within the dark recesses of the Gaol is a thing known by local scavengers and warbands as ‘The Warden’. No one knows what it once was; some say it was a large guard dog, others that it is a bonded and mutated group of prison guards. Whatever its true origins, the Warden now wanders the ruins of the Gaol feeding off any foolish enough to enter its realm. The Warden is served by a group of ‘Inmates’ – surviving convicts of the cataclysm since driven mad. They will attack and capture any in their wake so their master may feed.

The Inmates have the same stats as a Warrior (Mercenary warband) and are each equipped with a club. There are two Inmates in the scenario for each participating warband; they will work together as a mob and must stay within 2" of each other at all times. They will move towards – and charge, if in range – the nearest warrior.

If the Inmates manage to injure a warrior then ignore the out of action result on the Injury table. Instead the warrior will be treated as stunned for D3 turns. Whilst a warrior is stunned the Inmates will carry the warrior towards the Warden (unless impeded by being charged, etc) at a rate of 4" (they cannot charge or run whilst carrying the warrior). Note that two Inmates can carry the warrior without reduction in their movement, however, if reduced to one Inmate then the remaining Inmate can only move 2" a turn.

If they reach the Warden in time, the stunned warrior is consumed. The warrior is taken out of action and is considered dead for the purposes of the campaign.

If this scenario is rolled before 10 games have been played then the Warden has the same statistics and abilities as a Possessed. If more than 10 games have occured the Possessed gains +1 to all its characteristics.

The Warden will move towards – and charge, if in range – the nearest warrior. If it wins a combat it will move towards the next nearest warrior.

NOTE: Both the Warden and the Inmates all start the game within the Gaol and move out of this building towards the warriors that are closest to it at first and then the warrior that is closest to them, as described in the rules above. If a Hero enters the Gaol and remains there until the end of the game he will gain +1 dice for Exploration (even if an enemy warrior is present).

Ending the game

When one of the warbands fails its Rout test, the game ends. The routing Warband loses and their opponents win.

Experience

There are no special experience bonuses for this scenario.

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# Executioners' Square

One of the oldest places in Mordheim, Executioner’s Square was named for obvious reasons. The daily executions were a crowd puller making the area busy and surrounding businesses successful. Now the gallows and chopping block stand deserted amongst the rubble. Since Mordheim’s downfall the many victims of Executioner’s Square – the guilty and innocent alike - have returned as restless spirits eager to scream their anger at all who pass or linger. Warbands have come to Executioner’s Square with one purpose – to fight. Such places are often the arena for so-called ‘pitched battles’, open, bloody and vicious. Little do they realise of the latent spirits, yearning to vent their anger against them.

Terrain

Set up the Terrain as you normally would, but in the middle of the board is a small building or gallows from which the Executioner performed their grisly services.

Set-up

Players each roll a D6 to determine the order of deployment. The player that rolls highest deploys first, setting up as described at the start of this section.

Starting the game

Each player rolls a D6. The player with highest score takes the first turn. Play then proceeds clockwise.

Special rules

Anger of the Damned: The restless spirits of Executioner’s Square vent their eternal anger at any who roam in or close to the square. They manifest as concentrated and violent gusts of wind; the howling is their screams of rage. At the beginning of each player's turn roll a D6.

On a roll of 1 the spirits stay silent and nothing happens this turn. If the result is a 2 or more a spirit attacks.

If the number is even (2, 4, 6) then the player whose turn it is must choose one of his warriors to be attacked.

If the number is odd (3, 5) then his opponent must choose one of the controlling player’s warriors to be attacked.

Note it is always the player whose turn it is that is attacked by spirits; the only difference is whether or not he or his opponent chooses the affected model.

An attacked warrior is automatically hit by a Strength 2 attack that ignores armour saves and is blown directly backwards D6". If an attacked warrior is in an elevated position such as a gantry or an upper floor of a building then there is a good chance he may be blown off and if this is the case treat the model as falling.

If a model is blown into a piece of terrain (such as a mound of rubble or the wall of a building) or blown into another warrior, friend or foe, then the warrior (or both warriors if it hits another model) is knocked down but may get up at the start of his next turn should he survive.

Ending the game

When when all warbands but one have routed.

Experience

+1 Grisly Trophy If an Hero manages to stay on the gallows (or the piece of terrain representing the gallows) at the centre of the square for one complete turn then they gain +1 Experience. (Limit 1 per warrior).

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# The Great Library

The North-East Quarter of Mordheim was renowned for trade and learning. When Mordheim was a living city, the crowded labyrinth of streets and market plazas were called the Merchant's Quarter, more commonly known as the District of the Flying Horse. Mordheim became known as the finest market of the city in the Empire, rivalling even the busiest ports in Marienburg. There were many traders who would claim that for the right price they could locate any object you desired in a day.

Another notable aspect of the North-Eastern Quarter was the Great Library. During the rule of the extravagant Count Ignatius Steinhardt, the library grew extensively to become the largest building in the entire city. The Count was particularly fond of collecting mystical and religious tomes. As a result The Great Library managed to collect one of the largest deposits of Daemonic and Necromantic lore in the Empire.

After the disaster struck Mordheim Library was engulfed by flames from the comet. Only the bravest ever consider going anywhere near the ruins but the lure of ancient tomes is enough to persuade mages from across the Empire to hire warbands to retrieve any books that they can find. For enough gold, fools can find sufficient bravery to risk even this dark place.

Terrain

Set up as normal, with no special features.

Special Rules

Players should then place D3 +1 Tome counters for each warband involved in the game on the tabletop to represent where the Tomes are. Each player takes it in turn to place a Tome counter.

The counters must be placed more than 10” away from the edge of the table and at least 6” away from each other. Note that counters are placed before deciding which edge the warbands will play from.

A warrior can carry any amount of Tomes without any penalty. Warriors cannot transfer their Tomes to another warrior. If a warrior is put OOA then the Tome is placed next to where the model was taken OOA. The Tomes cause FEAR. This is to represent the great uncertainty about whether or not the Tomes are Evil.

To represent the chaotic nature of the disaster and the many magic tomes that are scattered in the area warbands will roll on the Random Happenings. Warbands will begin rolling on the Random Happenings chart when the first model touches a tome and will continue then at the beginning of each warbands turn. Yes, the first warband that touches a Tome will roll on the Random Happenings chart even though it will already be in the middle of their turn.

Set-Up

Players use the normal warband set-up rules. Special deployment may not be used for this scenario, as whatever they think they have scouted will probably have changed by the time their comrades arrive.

Starting the game

Each player rolls a D6 to determine who goes first. Play proceeds clockwise around the table.

Ending the game

The game ends when all the warbands but one have failed their Rout Test. Warbands that Rout automatically lose.

Experience

+1 Per each Tome Picked Up: If a Hero or Henchmen is carrying at least one Tome counter at the end of the game or managed to carry it off of the board they receive +1 Experience.
+1 For the Warband with the Most Tomes: The leader of the warband with the most tomes at the end of the game gains +1 Experience.

Ill Gotten Gains...

You can sell the Tomes for 25 +1D6 or choose to keep them. If you keep a tome you must nominate a Hero to read it then roll on the chart below (1D6). A Hero can read any number of tomes, or you can store the tomes for reading after later battles. Tomes read in this way are consumed and removed from your roster. Witch Hunters may never read the books, they will always sell them back to the Church of Sigmar for proper disposal.

D6 Event
1 A curse upon that damned book! Whether it be some prophecy of future demise, a horrific truth unveiled, or a malady inflicted by sorcerous words, the Hero will never speak of it again. They are rendered so dispondant by the tome that they will miss the next battle.
2 The Hero is uplifted by a wholesome and enjoyable read. It might have been a romance novel, a witty political satire, or just a comic book. Whatever the book was it refreshed the Hero to no end. The Hero gains a permanent +1 Initiative.
3~5 The moment the Hero opened the tome a blast of azure light erupted from its pages and crashed into their forehead, instilling them instantly with new knowledge! Even if the Hero couldn't normally acquire them, the Hero gains an Academic skill of their choosing.
6 The book turns out to be a rare manual of some kind, providing useful insights that the Hero learns from. The Hero gains +D3 Experience points.

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# The Middle Bridge

(No more than four players recommended)

The Middle Bridge is the main crossing point for the City of the Damned. Whoever holds the bridge controls all aspects of movement in Mordheim. The bridge is rumoured to have piles of Wyrdstone or Treasure around it but is said to be guarded by massive Trolls, who have a strange affinity for bridges.

Terrain

This scenario works best in groups of no more than 4 players. While certainly possible to play with more it is advised to re-roll the scenario if your games group has more than 4 players.

Set up a narrow street (approx 5" wide is best) with buildings on either side. In games with more than two players you will need to set up a junction in the middle of the board, allowing routes for each warband - a Middle Bridge with four players would therefore need to be a crossroad. As best you can, try to set this junction up in such a way that each warband will have about the same distance to travel if they intend on reaching the opposite board edge.

Any area that is not part of any of the buildings and is not in the street is considered to consist of water features due to the flooding. It will be important to establish with the other players what is or isn't in these watery areas before rolling for deployment.

Set-up

Players roll a D6 each, the highest roller deploys first. Warbands are deployed within 6" of opposite ends of the street.

Special Rules

Place D3 +1 Trolls for each warband in the water and within 6” inches of the bridge. Place 1 Troll for each warband in the middle of the bridge and the remainder Trolls should be placed in the water.
Fog: The area is covered in a fog so putric and thick that visibility is almost zero. Movement and shooting distance are halved, though you may charge as normal.
They're growing..!: The longer the Trolls are left alone the more Wyrdstone they are exposed to. Mutations develop, and the poor beasts grow into vast, slavering hulks. If more than 10 games have occured in the campaign, they get +1 to all their stats. See "Monsters of Mordheim" for the Trolls' characteristics.
River Trolls: Enemies are at -1 To Hit against River Trolls.

Starting the game

Players each roll a D6 to determine who goes first. Play proceeds clockwise around the table from there. The Trolls will always go last.

Ending the game

When all warbands but one have routed, the last remaining warband has two turns to attempt to clear the area of remaining Trolls. If they fail to clear the area then the scenario is a draw.

If all the Trolls are dead and only one warband remains, then they win the scenario.

Experience

There are no additional special bonuses for this scenario.

Winning Warband Rewards

The winning warband may gain a onetime 6D6 gold. This will represent collecting tolls from other warbands and merchants who peddle their wares, and will be able to choose the next scenario they play by hearing rumours from travellers passing through.

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# Last Orders!

It can be found on the ambiguous borders of the Chaos Wastes. Managed by coolheaded landlord Knute Alsgaard, the Last Hope inn remains neutral ground, a sanctuary where in theory, anyone is permitted to enter. Quite how this tavern ended up in Mordheim, and identifiably unchanged, is emblematic of just how far reality has bent and buckled under the impact of so much Wyrdstone. It is as much a fortress as it is a watering hole for exiles.

Terrain

The site of this ‘battle’ should consist of two or three sections, at least 10” x 10”, and not needing to be more than 18” x 18”. There is one section to represent each floor of the inn. The ground floor is the location of the bar room. It should be relatively open.

It should include a bar, a few tables plus several chairs or benches scattered around. Stairs lead up to the upper floor. There might be a wine cellar, a kitchen, a store room or a lavatory.

The upper floor of the inn consists of a series of rooms off a main hallway. Each room might include a bed. Add whatever other furnishings you desire. Do not forget to include a marker to represent the top of the stairs from below. Add another set of stairs to the next level if you have one! The Last Hope is a fortress so it has another floor, which is in the open air. The roof!

Warbands

Animals and Mounts are not permitted inside the tavern.

Set-Up

The warbands are scattered about the inn when the trouble starts. Randomly determine which floor of the inn each warband member begins on. Then each player takes turns placing each warrior in his warband. Warriors may not be placed in hand-to-hand combat.

Starting the Game

Each player rolls a D6. The highest scoring player takes the first turn.

Special Rules

Diving Charges: Warriors may always attempt a Diving Charge from the tables and bar, irrespective of the height of the furniture. Stairs may also be used.
Unarmed: All weapons have been confiscated for this game. Armour can be worn including helmets and shields. Miscellaneous equipment can be carried.
Weapons Amnesty: Due to the generally non-lethal nature of the weapons used in this fight, players should roll twice for Injury for each warrior taken out of action during the game, and choose the best result. In some cases, which result is determined to be the best may be something the player has to decide for themself!
Improvised weapons: Being forbidden to bring their weapons into the bar means that the warriors must make do with whatever comes to hand in the Last Hope. At the start of any turn, a warrior can search the inn for a blunt implement to use as a bludgeoning weapon. This could be a bowl, a stein, a cooking ladle, the leg of a chair or a local codger’s walking stick!). Only warriors capable of gaining experience may attempt to search.

If a search is attempted the warrior may not charge. Roll a D6: on a 3-6 the fighter finds something suitable, but on a 1-2 nothing close by will work and the warrior will have to make do with his fists. A warrior searching for a weapon in combat will strike last that turn, regardless of success. A warrior with a weapon may not improvise another. If a weapon is found, treat it as a club with the following features:

Range: Hand-to-hand; Strength: As User

Special Rules

Breakable: If the warrior attempts a close combat attack with an improvised weapon and rolls a 1 to hit, the item has broken and becomes useless. The warrior must resort to his fists for the rest of the combat and may search for another weapon in the next turn. Projectile: Alternatively, a warrior may treat the improvised weapon as a missile. The weapon is automatically lost after it has been thrown. A weapon is thrown as a missile using the following features.
Range: 6”; Strength: As user;
Special Rules: Thrown Weapon

Ending the Game

The warriors have been indulging in the inn's refreshments and are now very refreshed indeed! No Rout tests are necessary – the winner is the player with the last standing model. Any player may voluntarily rout if the excitement becomes too much.

Experience

There are no special experience bonuses for this scenario.

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# Ogre Caravan

Little remains of this part of the city, the remnants of its derelict ruins finally demolished by the thundering steps of monstrous Ogres and their mounts. Having already picked the area clean this Ogre Caravan now brings its spoils out of the city and back to its tribe. These Ogres are likely beyond what a single warband could handle, but through co-operation warbands can ambush the Caravan and claim the spoils themselves!

Terrain

Arrange the board as per Mordheim city, with alleyways wide enough to accomodate the neutral units. (If the neutral warband contains a Stonehorn then the alleyways must be very wide - assume this area was almost completely destroyed during the Ogres' pillaging.)

The middle of the map must have a straight road leading from one table edge to the other lengthways - this is the path that the Ogre Caravan is taking as they leave the city with their plunder. The Ogres deploy first at one end of the path, then the other players deploy as normal.

Set-up

Players roll a D6 each, the highest roller deploys first. Warbands are deployed within 6" of opposite sides of the street.

Special Rules

Hostile creatures are added using the following formula:
<5 games played: D3 Mournfang Cavalry
5-10 games played: 2D3 Mournfang Cavalry
10-15 games played: D3 Mournfang Cavalry + Stonehorn.
15 games+: 2D3 Mournfang + Stonehorn.

The Ogres get the first turn and start the game as passive characters. These Ogres work as a team, and so will all turn hostile if one of them triggers any of the following:

  1. Something an Ogre is aware of and is not part of the Caravan walks into the road. They are sufficiently tough and arrogant that seeing something in an alleyway doesn't faze them.
  2. An Ogre is engaged in combat or fired upon.
  3. An Ogre suffers the effects of a spell or random happening.
  4. An Ogre can see a Monster.

Ogres that are passive will travel their normal movement distance towards the opposite end of the road in every movement phase, which is their exit. Any Ogre that reaches the end of the road will leave the board and is removed.

Mournfang Cavalry

Profile M WS BS S T W I A Ld
Ogre - 3 - 4 - - 2 3 7
Mount 8 3 - 5 4 3 2 4 5
Special Rules

Fear
Huge: Mournfang Cavalry are Huge.
D3 Impact Hits: Equipment: 2+ Armour save & club.


Ogres that are hostile will follow a strict set of rules on their behaviour:

  1. First they must attempt to charge the model that triggered their hostility, as long as the model is on ground level and could be engaged in combat by the Ogre (i.e. not inside a large overhang etc such that the Ogre could not reach it).
  2. If 1 is not possible, the Ogre will instead charge the nearest enemy model, as long as the model is on ground level and could be engaged in combat by the Ogre (i.e. not inside a large overhang etc such that the Ogre could not reach it).
  3. If 2 is not possible, but there is a visible enemy on ground level then the Ogre will move towards it at running speed, as long as the model is on ground level and could be engaged in combat by the Ogre (i.e. not inside a large overhang etc such that the Ogre could not reach it).
  4. If none of the above options are possible then the Ogre will move at running speed towards the exit, even if there are enemy models within 8" that would normally prevent running.

Upon death a Mournfang Cavalry will drop a Treasure Chest. These chests share a loot table with the Raven Barracks chests, though are never booby-trapped.
Stonehorns will drop a Treasure Chest containing the rewards table from Monster Hunt.

Starting the game

The Ogres go first, then play proceeds clockwise.

Ending the game

The game ends when all chests have left the board, or when all warbands but one have failed their rout tests. The winner is the warband that has taken the most chests off the board - meaning the Ogres can win the scenario. If the Ogres are still alive when one warband remains, the game will end in 2 turns, or until the Ogres are all destroyed or leave the board.

Experience

Taking a Stonehorn out of action grants +2 experience rather than 1.

Stonehorn

Profile M WS BS S T W I A Ld
Ogre - 3 - 4 - - 2 3 7
Mount 7 3 - 6 6 6 2 5 5
Special Rules

Terror
Titanic: The Stonehorn is Titanic.
Frenzy: Equipment: 3+ Armour save & club.
Earth-shattering Charge: Inflicts 3D3 Impact Hits.
Stone Skeleton: If an attack with Multiple Wounds wounds a Stonehorn they suffer half as many wounds (rounding up).

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# Statue of St. Voller

The story of Saint Voller is all but lost to history, the documentation of her works largely kept within the great libraries of Mordheim. Folklore and myth is all that survives by way of her legacy, but whatever the truth may have been she is revered by the Cult of Morr as one of their matron saints. Her statue was a place of pilgrimage to many who prayed that the dead keep their rest, and due to the wild and wanton magical experimentation present in Mordheim before the meteor strike her blessings were desperately sought after lest a lost loved one be forced to live an eternity of servitude at the hands of some vile necromancer. When the statue miraculously survived the meteor strike many survivors deemed it a blessing of Morr, and survivors brought their dead by the cartload to the statue in the hopes that their deaths be consecrated and their souls kept safe. Bodies piled the pavements, and with no safe way out of the city to bury them the surrounding buildings became macabre warehouses stacked to the rafters with corpses simply to keep the roads clear.

So many dead and dying in one place was never going to end well. The sheer concentration of corpses drew the attention of necromancers even beyond the city walls, and for a few mortifying months the piazza surrounding the statue became a Mecca for necromancers looking to practice their arts and refresh their supply of corpses. It is a bizarre curiosity that there buildings seem never to run short on bodies, for in Mordheim the dead have been known to animate themselves and shuffle across the city in search of the piaza. Once there they instinctively join their brethren within the warehouses before easing themselves to the floor, as if some shred of humanity within them craved rest and a closeness to the only deity left that could potentially grant them peace.

The district is lost to the undead now, for whatever riches it may hold simply aren't worth the inevitable wall of attrition that the thousands of reanimated corpses can provide, save for the statue itself. The Statue of Saint Voller maintains the properties of her patron god Morr, an anathema to all things unliving. Undead who approach find their souls drained from their bodies, eventually disintegrating into nothingness without their sustenance. Harnessing the power of this statue or corrupting it to your own ends will prove a valuable asset within the City of The Damned, but warbands will need to move quickly. Noise awakens the unquiet dead within these sardine-packed buildings.

Terrain

The city is set up as per regular Mordheim. In the centre of the battlefield should be a large statue – the shrine representing Saint Voller.

Starting the game

Roll a D6, the highest roll goes first. Play then proceeds clockwise. Special deployment rules may not be used for this scenario, no scout would be mad enough to camp out in a warehouse so zombie-infested that there's no room to stand.

Special rules

The Unquiet Dead: At the end of each round turn every building's occupants will begin to stir. Gnarled and withered hands pull at boarded-up windows, and mindless groans dryly echo through the decreasingly deserted streets. For every building on the map roll a D6. On a result of a 1 or 2 D3+1 Zombies will emerge, touching the building and placed between it and the nearest Warband member. This counts as their movement action. If a Warband Member is in the building and is not Hidden then the Unquiet Dead subtract 2 from the roll to see if they emerge. If the nearest Warband member is inside the building then all emerging zombies from that building will immediately go into combat with them, counting as charging, and dividing up between all warband members inside. These Zombies are the same as the Henchmen from the Undead warband, though they do not grant any Experience when taken Out of Action.
Shhhhh!: The Unquiet Dead ironically prefer peace and quiet, being drawn to attack sources of noise nearby. If a Blackpowder Weapon is fired the nearest two buildings to the character who fired will immediately spawn zombies as if they had just rolled a 1 or 2 in the Unquiet Dead turn.
The Statue of Saint Voller: Though Mordheim is lost and a wholly depraved place, the spirit of Saint Voller still exerts some guardianship. Unquiet Dead will never voluntarily move within 4" of the statue, and any Undead model that ends its movement phase within this zone must take a leadership test (they may use their warband leader's leadership). For every point they fail by they suffer a wound with no armour saves allowed. The statue itself holds an inky black pendant swimming with grey and purple shadows, a Talisman of Saint Voller. This talisman may be retrieved as if it was a shard of wyrdstone, with all the same rules as wyrdstone from the Wyrdstone Hunt.

Ending the game

The game ends when either all warbands but one have failed their rout tests, or if a character escapes the board with the Talisman of Saint Voller. If a warband is holding the talisman when all others rout they may keep it.

The Talisman of Saint Voller when worn by a non-Undead character causes Terror in Undead models, even though they would usually be immune to psychology. When worn by an Undead warband leader their warband will never crumble due to the loss of a Necromancer or Heirophant, even if the leader is taken Out of Action. Additionally, spells or effects that have bonus effects against the Undead will not effect a leader wearing this talisman.

Experience

There are no special experience bonuses.

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# Merchant Square

The once thriving Market Square, more commonly known as the District of the Flying Horse has become a deserted space. Only the exceptionally brave or downright foolhardy dare cross the open cobbles, where once thousands of merchants sole their wares. To venture into the Market Square is to expose oneself to all those who keep a close watch from the surrounding shadows. Many eyes peer from the dark alleys and ruined buildings, in search of a fresh opportunity to make a quick killing. There is still a vast quantity of precious and exotic goods lying in the broken cellars of merchant's houses for the taking. It is said that a few of the Pegasi escaped the destruction and their cages and have made their lairs around this area. Some have mutated horribly and are twisted diabolic parodies of their former selves. The most infamous of these creatures is said to be a huge Black Pegasus with several additional horribly mutated heads, including that of a serpent and a ram. Hunger gnaws at the stomachs of these beasts and they will face many times their number if they catch the scent of prey.

In a terrible twist of fate, the Merchants Quarter remains the most opulent region of the accursed city. Should any adventurous soul wish to visit the ruined library or take a chance and stroll through the market place, it is highly likely that they may discover some rare goods that have survived the fall. Leaving the quarter with your life is a different matter though, for the District of the Flying Horse also offers rich pickings for those who seek to spill blood.

Terrain

Set up as normal, however the middle area of the board should free of terrain (maybe a fountain or the like to mark the centre of the square) and to have at least a 12” inch x 12” inch square open area. This will represent the Merchant's Square. The buildings placed outside of the Merchant's Square will represent the Merchant's homes and shop's.

Set-Up

Players set up as normal.

Special rules

Warbands will begin searching the buildings for common items. Each warband will roll 1D6 for each searchable building. If they roll a 4+ they find a common item. Make a note of how many common items you have retrieved, then roll for each of them at the end of the game to determine what you found. In the middle of the Merchant's Square will be D3 Treasure Chests per warband.

When a warband touches a chest they must roll a D6, only rolling once per chest. On a roll of a 1 on a D6, the Black Pegasus will appear. If only one chest remains, that chest will always trigger the arrival of the Black Pegasus.

The Black Pegasus will appear 8” in on a Random Table edge. The Black Pegasus will go in the last turn and will attempt to fly down on the models in the Merchant's Square. The Black Pegasus will target the closest model in the Merchant's Square. Merchant's Square is the 12” x 12” area in the middle of the table as the streets and alleys would be too narrow for the Pegasus to fly into.

If the Black Pegasus is encountered after 10 games have been played in the campaign then it gains +1 to each of its attributes.

Starting the game

Each player rolls a D6. The player with the highest has the first turn and order of play proceeds clockwise around the table (based on where the players placed their warbands).

Ending the game

The game ends if only one warband remains, or if all Treasure Chests leave the board. If only one warband remains they have 2 turns to pick up those dropped by fleeing warbands. Once those turns expire, the game ends.

The winning warband is the one that acquired the most Treasure Chest at the end of the battle. It is therefore theoretically possible to rout and yet still win.

Experience

+1 Per chest captured: If a Hero or Henchmen takes a chest off the battlefield they earn +1 Experience. They do not get this bonus for holding a chest at the end of the game.

The Spoils!

Common Items from Houses:

  1. D3 Morningstars.
  2. D3 Spears.
  3. D3 Bows.
  4. D3 Crossbows.
  5. 1 Suit of Heavy Armour.
  6. D3 Nets.

Treasure Chest Items:

  1. D3 Repeater Crossbows.
  2. D3 Handguns.
  3. D3 Healing Herbs.
  4. 1 Gromril Dwarf Axe.
  5. 1 Bugman's Ale.
  6. 1 Forest Cloak.

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# The Canals
Setup

This scenario may only be played with an even number of players.

The board takes place using four tiles. Leave an 8" gap between them running down the middle of the board, this represents the canal. The middle of the board will feature buildings equal to half the number of players, with long walkways offering crossings over the canal. These are the only crossing points, and are what the warbands are seeking to control. The rest of the board should feature dense terrain.

Deployment

The warbands deploy up to 12" towards the canal from the corners and 8" towards the opposite table edge. Scout, Infiltrate, and Hunch may not be used in this scenario.

Special Rules

The syrupy swamp-thick muck of Mordheim's polluted canal is home to monsters disgustingly mutated and horrific enough to chill a vampire's marrow.

At the start of each round turn (before the first player's go) roll a dice for each warband member in the canal. If any of these results is a 1, then the Abomination has arrived.

Randomize which end of the canal it emerges from and it will then move as quickly as possible towards the opposite table edge engaging in combat with nearest model where possible. It is unaffected by the difficult terrain, and if its movement takes it to the table edge it will stop and then turn around. It will repeat this patrolling action until the game is over or it is taken out of action.

Before the comet struck the canals were infamous for their vile pollution, the canal's waters being so contaminated with sewage and alchemical reagents that even droughted beggars wouldn't consider drinking it. The latent wyrdstone energies brought about by the cataclysmic meteor have hardly improved things, transforming the waters into a toxic slurry that coats the flagstones around it like bile.

Attempting to leave the canal will require a climbing check as warband members struggle to find purchase on the smooth treacherous stone. This means it requires an initiative test, and mounted units will be unable to exit at all as they become bogged down in the gloop. Alternatively a friendly model of the same or larger unit type can move into contact with them and take a strength test to pull them free (no matter how hard he tries, Useless Jeremy will never be strong enough to pull an Ogre free!).

Additionally the waters are so blighted and foul that all Nurgle-aligned models suffer from Stupidity while inside it as they wantonly revel in the filth.

Starting the Game

Players roll off as normal, then play proceeds clockwise.

Ending the game

After eight turns the game will end. A warband has won the scenario if either it controls at least three objective buildings by the end of the eighth turn (i.e. the building only contains warband members owned by the player) or is the last warband remaining.

Rewards:

+1xp for Occupation: If the game ends by turn limit then for each building a warband controls it can give a bonus XP point to one of its occupying members.
Extort Tolls: Warbands that do not rout by the end of the game gain 30 gold per building they control.

The Abomination

| Profile | M | WS | BS | S | T | W | I | A | Ld | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | |2D6 | 4 | 0| 6| 6 | 5 | 1 | 2D6 | 10 |

Special Rules:

Ravenous Maw: The Abomination's great slavering orophice is yawning enough to acommodate the largest prey. There is nothing beyond its appetites. It therefore has the Heroic Killing Blow ability. Magical Monstrosity: The Abomination is a Chaos Spawn so mutated by the twisting of reality caused by the saturation of Wyrdstone energy that the very Winds of Magic distort and tear around it. The Abomination has Magic Resistance (4). Gargantuan: The Abomination is Gargantuan sized.
No Pain: The Abomination ignores all Knocked Down and Stunned results, instead reducing its attacks characteristic to D6 until the Abomination's next turn. Immune to Poison
Immune to Psychology
Terror

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# Monsters of Mordheim

Chaos Spawn

Chaos Spawn are followers of chaos who have failed to pleases their gods. They have been changed into a hideous mass of limbs, appendages and all manner of mutations. Their minds are gone, leaving nothing but a seething mass of bone and flesh.

Profile M WS BS S T W I A Ld
2D6 3 0 4 5 3 2 D6+1 10
Special Rules

Fear: Chaos Spawns cause Fear.
Immune to Psychology: Chaos Spawns are unfeeling, unthinking monsters and are thus Immune to Psychology.
Movement: To move a spawn, roll a Scatter die and move it 2D6" in that direction, moving around obstacles as necessary. Should the Scatter die come up with a 'hit' the Spawn moves directly towards the nearest visible enemy model on the table.
Skull of Steel: In any turn in which the spawn rolls an injury result of “Knocked Down” or “Stunned”, ignore the result, instead reduce the monster's attacks to a D3 result, and instead of the D6+1 given in the profile. This hindrance will continue until the Spawn's next turn, then it is removed.
Large: Chaos Spawn are Large sized.

Experience

+1 For wounding the Beast: Any Hero or Henchman earns +1 Experience for each wound they inflict on the Chaos Spawn. +1 For taking the Beast out of action: The Hero or Henchman that puts the Chaos Spawn out of action gets a bonus +1 experience.

Shadow Dryads

Forest Spirits inhabit the trees of the forests of the Old World. In their solid form, they resemble a miniature version of a Treeman, with soft, damp woody flesh. They are very violent if threatened and will use their branch like arms with claws of sharp thorns and twigs to their best advantage.

Profile M WS BS S T W I A Ld
5 4 0 4 4 1 4 3 8

Weapons/Armour: Shadow Dryads do not use equipment, and suffer no penalties for doing so.

Special Rules

Immune to Psychology
Immune to Poison
Fear
Flammable
5+ Ward Save

Experience

+1 For slaying: A Hero that puts a Shadow Dryads out of action gets a bonus +1 experience.

Harpies

The Harpies are jealously protective of the wyrdstone in their nest. If any model approaches within their charge range then they will charge. The Harpies will try and coordinate their attacks so at least one stays back and protects the nest. Therefore, a Harpy may disengage from a fallen enemy model if there is an opportunity for one of its companions to charge another model.

Profile M WS BS S T W I A Ld
4 4 0 4 4 1 2 2 6
Special Rules:

Talons: A Harpy has talons and is accustomed to fighting unarmed so does not suffer a penalty for doing so.
Fly: A Harpy may fly up to 12". After the Movement phase the model is assumed to have landed and may be charged. If on the ground, a Harpy may make a full move and then use its wings.
Drop Attack: If a Harpy is successful with both attacks in the first round of combat then the Harpy has successfully grabbed on to her enemy and swoops back up in the air to drop the model allowing gravity to do the work instead. The attacks themselves do not wound, but the person controlling the Harpy immediately rolls a D6 and a Scatter dice. That is the distance and direction from the place where the attack took place that the model will rest.

Next the player controlling the Harpy rolls another D6. This is the distance from which the model has been dropped. The result is the Strength of hit (Strength 1 to Strength 6). Normal falling rules apply. If a model falls into a building then resolve the fall to where they land, and then determine if the model falls again if it is within 1" of the edge of the floor. Any model that is struck by the dropped model will suffer a S3 hit.

Large targets may only be dropped D3 inches since their size and weight make them more difficult to pick up. Once its opponent is dropped the Harpy may continue flying and return to the nest, preparing for another attack.

Models that are stunned or knocked down will not be charged as it is too difficult for the Harpy to fly that close to the ground and do a drop attack.

Experience

+1 For slaying: The Hero or Henchman that puts the Harpy out of action gets a bonus +1 expereence.

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River Trolls

Trolls are large and foul creatures, with gangling limbs and cold, damp hides. Renowned for their strength and unthinking ferocity, Trolls can rip a man apart with their bare hands. Trolls are able to regenerate damaged flesh, and so are all but impossible to kill. Not only that, they have the ability to vomit the corrosive contents over their victim, melting armour, flesh and bone with ease. One particularly vicious form of Troll is the Stone Troll, whose hide is as tough as rock. They have the strange ability of sucking the very power of magic out of the surrounding area. River Trolls live in the marshlands or swamps near the banks of rivers. Their flesh exhumes a vile slime which chokes anyone nearby.

Profile M WS BS S T W I A Ld
6 3 1 5 4 3 1 3 4

Weapons/Armour: River Trolls often carry a big club.

Special Rules

Immune to Psychology
Fear
Regeneration (4+):
Slime: Foes are at -1 To Hit in melee against River Trolls. Aquatic: River Trolls may move through water terrain with no penalty, and count as being in cover whilst they are in the water.

Experience

+1 For wounding: Any Hero or Henchman earns +1 Experience for each wound they inflict on the Troll. +1 For slaying: The Hero or Henchman that puts the Troll out of action gets a bonus +2 experience.

Bloodletter of Khorne

Profile M WS BS S T W I A Ld
4 6 0 4 3 2 6 2+ 8

Weapons/Armour: The Bloodletters carry a Hellblade and wear Hell-Forged Brass Armour (4+ Armour Save).

Special Rules

Hellblade: The Bloodletter is armed with a Hellblade which will automatically cause a critical hit if a 4+ is rolled to hit.
Attacks: The Bloodletter has a number of Attacks equal to the number of opponents it is fighting (down to a minimum of two.)
Combat: Bloodletters will prioritise the foes with the highest Weapon Skill if they have to choose who to charge out of multiple options.

Experience

+1 For wounding:. Any Hero or Henchman earns +1 Experience for each wound he inflicts on the Bloodletter of Khorne.
+1 For slaying The Hero or Henchman that puts the Bloodletter of Khorne out of action gets a bonus +1 experience.

Black Pegasus

It is said that a few of the Pegasi escaped the destruction and their cages and have made their lairs around this area. Some have mutated horribly and are twisted diabolic parodies of their former selves. The most infamous of these creatures is said to be a huge Black Pegasus with several additional horribly mutated heads, including that of a serpent and a ram. Hunger gnaws at the stomachs of these beasts and they will face many times their number if they catch the scent of prey.

Profile M WS BS S T W I A Ld
6 3 - 5 5 4 3 5 8
Special Rules

Fear: A Black Pegasus with three heads will cause Fear in most people.
Fly: The Pegasus has the Fly special rule.
Save: The Black Pegasus has a 5+ ward save due to the peternatural resilience that its horrendous mutations offer. Immune to Psychology:
Skull of Iron: The Pegasus's skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any results from the Injury Table as knocked down results.
Large: Black Pegasi are Large sized.

Experience

+1 For wounding: Any Hero or Henchman earns +1 Experience for each wound he inflicts on the Black Pegasus.
+2 For slaying: The Hero or Henchman that puts the Black Pegasus out of action gets a bonus +2 experience.

Dwarf Thane

Ever since the fabulous Wealthy McSwaggins' riotously successful plundering of Mordheim, Thanes from all over the Dwarf Realms have journeyed with their shieldbearers in hopes of seeking their own fortunes. Often they will form barracks within the city, hoarding their vast wealths and courageously defending it.

Profile M WS BS S T W I A Ld
3 5 - 4 5 3 2 3 10

Weapons & Armour: Dwarf Thanes have Gromril Armour, Shields, and Axes. The attacks and defensive benefits of their Shieldbearers are taken into account in their profile. They additionally have a 1+ Armour Save.

Experience

+1 For wounding: Any Hero or Henchman earns +1 experience for each wound they inflict on a Thane.
+1 For slaying: Heroes or Henchmen that put Thanes out of action gain +1 experience.

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The Great Oak

Treemen have the appearance of huge trees, many times the height of a human. They are often mistaken for trees in the forest as their clawed feet look like roots, and their legs look like the trunk of the tree.

Profile M WS BS S T W I A Ld
6 5 3 5 5 6 5 5 9

Special Rules

Immune to Psychology
Immune to Poison
Fear
Flammable
3+ Ward Save
Titanic: The Great Oak is Titanic sized.
Long-limbed: The Great Oak may attack foes up to 6" high inside buildings by moving into base contact with their edges, as lashvines and mighty claws tear in through the very walls.

Experience

+1 For wounding: Any Hero or Henchman earns +1 Experience for each wound he inflicts on the Treeman.
+3 For slaying: The Hero or Henchman that puts the Treeman out of action gets a bonus +2 experience.

Ogre Gorger

Gorgers are blind, mutated Ogres who have failed to keep their guts perpetually full. They are wretched, gaunt, and savage creatures with an unquenchable desire to consume anything that moves.

Profile M WS BS S T W I A Ld
6 3 3 5 5 3 4 4 6

Special Rules

Immune to Psychology
Hatred (everything) Killing Blow
Large

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