YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

By Tuomas Pirinen

Welcome once again to the grim streets of the City of the Damned! During the last few months we have detailed rules for special weapons and equipment and told you how to build warbands. This month we present 3 Mordheim scenarios, namely Skirmish, Street Fight and Hidden Treasure...


Of all the scenarios you can fight, Skirmish is the simpest encounter between two rival warbands. It is a head-in clash, where both groups try to defeat their rivals directly by combat. There are, of course, many other encounters which can occur in the dark alleys of Mordheim! Street Fight and Hidden Treasure are just two of the many I am currently working on. I have written rules for raids, breakthroughs, and many others which we'll be publishing over the coming months. If you have scenario ideas of your own, why don't you let me know? I'm always out looking for new ideas.

Before playing these scenarios, my final piece of advice is use a lot of terrain! Warhammer cardboard buildings suit these scenarios fine- any ruined buildings you have will create the right terrain for the battle, and give the playes interesting tactical options. Such scenery also suits the atmosphere of Mordheim personally. Happy gaming!


Scenario I: Skirmish

In the vastness of Mordheim there is always the risk of running into a rival warband. While sometimes two groups pass each other without hostilities, more often than not a vicious battle breaks out amongst the ruins. If a warband can drive it's rivals away, it will have a greater area in which to search for wyrdstone.

Terrain

Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other major piece of terrain. It is suggested that the terrain is set up in an area roughly 4' by 4'.

Warbands

Each player rolls a D6. Whoever rolls the lowest chooses which table edge he wishes to set up on, and places all his warriors within 8" of that edge. His opponent then sets up on the opposite side.

Starting the Game

Both players roll a D6. The highest scoring player takes the first turn.

Ending the Game

When one of the warbands has lost half it's models it routs, and the game ends. The routing warband loses and the other warband wins.


Scenario II: Street Fight

You have come to a street with only one way out - and that's the other end. Unfortunately there is another warband coming the other way. Your only option is to fight your way through.

Terrain

Set up all the buildings you've got into a single street, with no gaps along the side. Behind the buildings are impossible ruins and foulness. The only way out is the street. The street may be as winding as you like and should not be too narrow to fight in, but can have narrow bottlenecks art some points. The playing area is 4' by 4'.

Deployment

Roll a dice to see which warband deploys first. The warbands are deployed at eithe end of the street, within 8" of their own table edge.

Special Rules

Neither warband can backtrack down the street to leave via their own table edge because their way out lies in the other direction.

Starting the Game

Roll a dice to see who has the first turn.

Ending the Game

When one of the warbands manages to exit all it's models (which have not fallen casualty) from the street via the opposing edge, the game ends and that player is victorious.


Scenario III: Hidden Treasure!

There is a rumour that one of the buildings has a cellar filled with treasure underneath it. Two rival warbands have heard about the cellar and are now searching the area. Who knows what forgotten treasures may lie waiting to be found?

Terrain

Each player takes it in turn to place one piece of terrain, either a ruined building, a tower, or another major piece of terrain. It is suggested that the terrain is set up in an area roughly 4' by 4'.

Deployment

Roll a dice to see which warband deploys first. The warbands are deployed within 8" of their own table edge.

Special Rules

All the Heroes in both warbands know roughly what they're looking for and must inspect the buildings to find the secret passage to the cellar. Each time a Hero enters a building roll 2D6. On a score of 12 he has found the treasure. Add +1 to the dice roll for each building you have searched before. A Hero may not search buildings in his own deployment zone. After finding the treasure, the Hero must then take it to safety via his own table edge. If he is put out of action, place a counter (a good counter to use is one of the Warpstone counters from Warhammer Magic) in the spot where he fell. Any warrior may pick it up by moving into base contact with the counter.

Starting the Game

Roll a dice to see who has the first turn.

Ending the Game

When one of the Heroes gets the treasure to safety, the game ends.

- Tuomas