Enemy Within Scenarios
Enemy Within Scenarios
3 players [DRAFT!]
Scenario: Monster Hunt
By Michael Havener, revised by Nuno M.
When one warband (or two, if two players have allied) is the
The warbands have heard rumours that a terrible
only one to have any models within 6" of the monster’s lair,
monster has come up out of its lair following the
and the monster has been put out of action, that warband is
recent devastation and established a new home in
victorious and gets the monster’s hoard.
the ruins. You have heard stories of such creatures
If two or more players have decided to share the hoard, they
and the treasure they accumulate is the stuff of
must decide how to split it up. If they cannot determine this
legends. You have decided to see for yourself if the
peacefully, their warbands will have to decide it un-
rumours are true.
peacefully!
If there is only one warband that has not routed but the
monster has not been taken out of action yet, then they may
Each player takes it in turn to place a piece of keep fighting until they defeat it or rout.
terrain, either a ruined building, tower, or other If all warbands rout before the monster is taken out of
similar item. We suggest that the terrain is set up action, no warband is considered the winner.
within an area roughly 4' x 6'. The first building, or
cluster of ruined walls, should be rather large (at
least 18" x 18") and open topped, preferably with +1 Survives. If a Hero or Henchman group survives the
tall walls. This building should be placed in the battle they gain +1 Experience.
centre of the table, and this is where the monster’s +1 Winning Leader. The leader of the winning warband
new lair is located. gains +1 Experience.
+1 Wounding the Monster. Any Hero earns +1 Experience
for each successful wound they cause on the monster.
Players use the normal warband set-up rules (see +2 Monster Slayer. Any Hero or Henchman group that
‘Setting up the warbands’). The monster is not yet deals a wound that causes the monster to go Out of Action
placed on the table. that turn earns +1 Experience.
+1 Thief! Any Hero that pilfers an item from the hoard (not
just coins!) before the battle is over gains +1 Experience.
proceeds clockwise around the table (based on +1 Slayers! If the winning warband(s) are following The
where players placed their warbands). Sellswords or The Raiders objective, they gain +1 CP, due to
the renown gained for killing such a dangerous beast.
[DRAFT!]
Mission Scenarios (cont’d) The Pie Wagon: The pie cart follows all the rules for a wagon
The Chef’s Wagon 2 players (including two mules for draft animals), with the exception that one
wheel is permanently broken and therefore it cannot move.
Instead of attacking the Master Chef or his guards, warriors may
Original title “The Recipe”, by Mark Havener, revised by attempt to loot the pies in the cart instead. To loot the cart, a
Nuno M. warrior must end his move in contact with it, and must do nothing
The Mootland produces the best cakes, pies, stews and else until his next turn (no shooting, no magic, no close combat, etc).
various other culinary delicacies in the Empire. In these If the warrior is successful, he snatches part of the supplies: roll a
troubled times, the Small Folk’s contribution to the Empire’s D6 to see what he gets. D6 roll: 1-4 D2 pies; 5-6 a sack of foodstuffs.
food stocks is invaluable, being the sole substistence of several Animals (Hounds, Squigs, etc) may NOT search or carry any
war refugee camps. supplies – they’d just eat them. There are a total of 1+D3 sacks of
Supply wagons and traveling halfling Chefs are becoming food and 2D6+4 pies in the cart (place a number of appropriate
ever more common on the road, and their cargo is a valuable markers on it to indicate this).
target for marauders and raiders. Carrying a sack of foodstuffs follows the rules for sacks in the
‘Cargo chart’. Carrying pies, however, is far more “interesting”.
Carrying Pies: A warrior may carry a pie in each free hand. That
Each player takes it in turn to place a piece of terrain, either means he may not use any other item in a hand used to carry a pie.
a building, set of hedges or walls, hill, section of forest, A warrior may move normally while carrying pies, but any warrior
section of swamp, river or stream, or similar item of terrain. who runs must pass an Initiative test to prevent them from being
There should be a road that runs through the centre of the dropped.
table, on which the supply wagon was driving along. A warrior who suffers a Wound or is charged while carrying one or
more pies must pass a successful Initiative test to not drop them
(making them worthless). A warrior carrying pies may not cast
The Master Chef and his eight guards are huddled around spells, shoot ranged weapons, but may attack in Close Combat (with
the chef ’s pie cart when the warbands approach. One of the any free hand he may have). A warrior who is carrying pies
wheels has hit a large rock in the road and the axle has been automatically goes last in close combat, unless he choses to drop the
damaged. The guards are attempting to repair the cart, but pies (which has the same effect as a failed Initiative test).
it will not be mobile before the end of this encounter. Alternatively, a warrior carrying a pie may choose to throw it. A
Player roll a D6 to see who deploys first, with the player pie counts as a shooting weapon with a range of 6”, but suffers no
rolling highest choosing a table edge and setting up first. A penalties for movement or long range. If the pie hits, the warrior
player must set up his warband within 8" of his table covered in it cannot run (as he cannot see properly), suffers a -1
edge,but not within 4" of a side edge, and not within 10" of penalty To Hit with shooting and Close Combat, and to cast any
the other player’s warband. spells, as well as attacking last in Close Combat. These penalties do
not stack. A warrior that spends an entire turn doing nothing but
wiping pie off his face lifts the penalties (until he is hit again!).
Players each roll a D6: the one that rolls highest goes first.
The game ends when one of the warbands rout, or when all
remaining members of one warband move off the table.
The Chef and his team: At the end of each game turn, The warbands’ objective is to secure as many pies and food as they
after both players have acted, the Master Chef and his can. A sack of food or pie is secure if the model moves off the table
guards get to take their turn. The guards will not charge with it (the model cannot return), or if the model is not engaged in
away from the cart, instead standing their ground and combat and is outside of charge range of any enemies, when the
shooting at the closest (or easiest to hit) attacker. Whenever game ends.
a guard is engaged by an enemy, roll a D6: on a 1-3 the Additionally, a warband can capture the Master Chef, if they take
nearest guard charges in to help on their next turn, on a 4-6 him hostage and do not rout. If he is captured, on a successful Ld
the guards all continue to shoot. If the Chef is attacked in test he can be coerced to work for the warband as a Halfling Scout
close combat, all guards who can legally charge warriors Hired Sword, at no hiring cost (even if the warband cannot normally
engaged with the Chef will do so. hire that Hired Sword). If the test fails, he can be used as a captive.
Profile M WS BS S T W I A Ld To determine who won, each pie counts as one point, sacks of food
Halfling Guard 4 2 4 2 2 1 3 1 7 count as 2 points, and the Master Chef counts as 3 points. A
Special Rules: warband wins if they have 2 or more points above the other
Brave: Bolstered by a fine meal of the Chef’s pies, the warband. If the warbands have the same amount of points, or 1
guards ignore All Alone and Fear tests. point difference, the battle is a draw.
Equipment: Bow, sword, dagger.
Profile M WS BS S T W I A Ld
Master Chef 4 2 3 2 3 1 3 1 7 +1 Survives. If a Hero or a Henchman group survives they gain +1
Special Rules: Experience.
Equipment: Rolling pin (counts as a mace), paring knife +1 Winning Leader. The leader of the warband who retained more
(counts as a dagger), sacks of flour (see ‘Flour Screen’). Treasures at the end of the battle gains +1 Experience.
Bold: Knowing that lives are at stake if the food +1 Foodie. Any Hero earns +1 Experience for each supply he
supplies are not delivered (and his pride as a cook in manages to secure safely for his warband at the end of the game.
protecting his masterpieces), the Master Chef ignores All +1 Kidnapper. The Hero or Henchman group that is holding the
Alone and Fear tests. Master Chef at the end of the battle gains +1 Experience.
Flour screen: when successfully charged by an enemy,
the Chef throws up flour onto his face: he must succeed
warriors have sneaked, roll a D6. If this matches the roll of the +1 Surveillance blinded! If the attackers are
attacker and at least one attacking model is visible to the following The Host of Horrors or The Raiders
defenders, then they have been spotted: in the defender’s next objective and win, they gain CPs according to their
turn and thereafter, they may be shot at or attacked as normal, Objectives table and can play the “Siege” scenario in
and defenders may attempt to light the beacon. The attackers the next turn if they wish.
will also be spotted as soon as they are within 8" of the
watchtower or within ‘detection distance’ (as described for Hiding If the attackers are following a different
in the Mordheim rulebook). Otherwise the attacker may continue objective: they can exchange the intel to one or more
to sneak until they choose to launch their attack. other warbands following those objectives, and grant
Note: if a model is moving through terrain that block line of sight them access to the “Siege” scenario if they wish. The
they may move their normal move distance instead if they wish, warband is free to arrange the price of this exchange
whilst the rest of the warband sneaks. Once the attackers have between them and the recipient of the information.
been spotted they can no longer sneak.
Mission Scenarios (cont’d)
!]
The Evacuation [DRA4FTplayers The Refugees: use the stats below for the refugees.
By Nuno M. Profile M WS BS S T W A I Ld
The countryside of the Empire is now and again assaulted by Refugee 4 2 2 2 2 1 1 3 6
entire tribes of greenskins, marauders from the north, While a refugee is within 3” of a warrior from the Rescue
beastmen or other vile things. Sometimes by a mix of the Party, it falls under the control of the Rescuing Players.
above. Often the only recourse the country folk have against Otherwise, the refugee will flee from the nearest raider within
the onslaught is to retreat to the safety of their count’s keep… line of sight, towards the closest table edge, after all warbands
but not all can make the trip fast enough. have had their turn. He will even attempt to flee from combat
This time, the count’s younger son ventured out to personally (and may suffer automatic hits from opponents).
oversee the evacuation. Two squads of armed men have been
hired to get them out… but can they make it on time?
Victory in this scenario is not decided by who routs first,
but by how many refugees were saved or lost. When all but one
The terrain for this scenario should be placed in a table warband (or one team) is left on the table compare the
roughly 4’ x 6. The terrain should constitute of buildings numbers of refugees.
and village scenery. There should be at least 6 buildings (at The Rescue Party wins if they rescue more refugees than
least 6”x6” each) on the center of the board (at least 12” those slain by the raiders or fled off the table (except their own
away from the table edge): mark them appropriately, these deployment zone), even if both Rescuing warbands end up
are the Refugee’s Hideouts. routing. To rescue the Refugees, they must move (or flee) off
the table corner the Rescuers have deployed from.
The Raiding Party are trying to cut down the population, to
prevent them from forming armed militias and becoming a
Players should be divided in two teams: 2 non-evil
future threat to their nasty plots. The Raiding warbands win if
warbands should form the Rescue Party, while 2 non-good
the number of Refugees that are Out of Action, or fled off the
warbands should be the Raiders. The warbands within each
table edge (other than the Rescuers’ deployment zone), is larger
team start the game allied with each other.
than that saved by the Rescuers. They can do so by setting fire
Teams roll off to decide who deploys first. The rescuing
to the houses until they burn down, by going inside and slaying
warbands must deploy within 6” of one of the table corners.
them, or catching them and taking them Out of Action.
The raiding warbands then deploy on the opposite table
Weapons and abilities that allow for models to be made
corner.
captives by the Raiding warbands count as taking them Out of
Place D3 Refugees at the center of the table.
Action.
Guards count as one refugee each, and the Count’s son
counts as three refugees for this purpose. If the young
nobleman is saved, rescuing warbands that have not routed
The rescue team takes their turn first. Both players in a
receive D3+2 Treasures and 20+D3x5 Gc to distribute among
team take their turn together.
themselves, even if the lost the scenario.
If the Rescuers and Raiding warbands are tied for the
number of refugees, the result is a draw, unless the nobleman
The Refugees’ Hideouts: the houses are made of stone, is among those saved, in which case the Rescuers win.
and follow the rules for locked doors and windows, as well as
‘Clutter’. The refugees are terrified, so they won’t unlock the
entrances even to let the Rescue Party in. At the end of the
+1 Survives. If a Hero or a Henchman group survives the
Movement phase, if at least one warrior finishes its
battle then they gain +1 Experience.
Movement inside a Hideout, roll a D6 to find what is inside
+1 Winning Leader. The leader(s) of the winning warband(s)
the building:
gains +1 Experience.
1 – The place is abandoned: there is nothing of worth
+1 Per Enemy Out of Action. Any Hero earns +1 Experience
left.
for each enemy he puts out of action.
2-3 – There is no one left inside, but the warrior finds a
+1 My savior! Any Hero from the Rescuing warbands gains +1
few valuables. Roll a D6: 1-2 find D6 GC; 3-5 collect D2
Experience for each refugee he successfully leads out of a
doses of victuals, 6 a container of Cargo.
Hideout.
4-5 – D3 refugees are found! Place them inside the
+1 Death and Destruction! Any Hero from the Raiding
house. Raiders also collect D2 doses of victuals and 3D6
warbands that puts a refugee Out of Action, or sets a Hideout
GC.
on fire, gains +1 Experience.
6 – The young nobleman and his bodyguards! Place the
nobleman (same stats as a refugee), 2 Guards and D2
refugees inside the house. Warriors from the raiding
warbands that spend an entire turn inside without doing +1 Refugees saved! if the Rescuers are following
anything else find D3 containers of Cargo and 5D6 Gc. The Wardens, The Sellswords or The Zealots
Re-roll if you roll this result again (it can only happen objective and win, they gain CPs according to their
once). If the result of ‘6’ hasn’t been rolled when there is Objectives table.
only one house not searched, that house automatically
rolls this result. +D2 Conquest! If the Raiding warband is following
The Host of Horrors or The Raiders objective
Houses on fire can still be searched, but if a house that and win, they gain D2 CPs or according to their
hasn’t been searched collapses due to fire, at the end of the Objectives table, whichever is higher.
game roll on the Hideouts list above to find out if any more
refugees died due to the collapse (which counts towards the
Raiders’ goals).
R AF T!] Mission Scenarios (cont’d)
Protect the Ferry! [D 2 players or counteract the pull (-1” to the raft’s movement, or -2” for
Large models) if they are manning the winches during the
By Mark Havener, revised by Nuno M. defender’s turn.
The landowner who operates the local cable ferry has been Warriors may attack the raft or the ferry winches
themselves. If the ferry raft itself is destroyed, all warriors on
under pressure to participate in a smuggling scheme, from a
it are dumped onto the Aver and washed downstream: they are
certain group of individuals whose demeanor they find… Out of Action. If a warrior (not an animal!) spends one
questionable. The landowner has hired a warband to guard uninterrupted turn adjacent to a winch without doing anything
his ferry until some sort of “deal” can be reached with these else (moving, shooting/magic or combat) until the beginning of
bullies, who have threatened to wreck his ferry if he doesn’t his next turn, he can sever the ferry rope. If the rope is cut, the
comply. ferry is considered destroyed. If the ferry is not on the shore
Meanwhile, the scheming smugglers have ran out of patience when the rope is cut, it will drift downstream and off the table
and decide to teach the landowner what happens when folks in that same player’s turn, taking anyone on the ferry raft with
don’t go along with their plans. it (they no longer participate in this battle, but will rejoin their
warband unharmed after the battle).
The Ferry: The ferry itself behaves like a raft, is 4” long
and 3” wide, and can carry up to 6 man-sized models (each +1 The Ferry is safe! if the defenders are following The
Large model or mount count as 3). Like a raft, it is Wardens, The Sellswords, The Zealots or The Seekers
subjected to Overcapacity and ‘Man Overboard’. The ferry objective and win, they gain +1 CP, or according to their
has T6 W3. It is tethered to the rope that is stretched Objectives table (whichever is higher).
between the two shores of the river. +1 Rough Deal! If the attackers are following The Power
The ferry can be moved by warriors (not animals!) Behind the Throne, The Body Traders or The Seekers
pulling on any of the winches on the shores. Models must be objective and win, they gain +1 CP.
adjacent to the winch, and must not do anything else that
turn (moving, shooting/magic or combat). Up to 2 warriors Enmity! If both warbands belong to Factions of the Empire,
can man the winches, and the ferry moves 1” per model words spreads in the region that the attacker’s Faction is
pulling (2” for Large models). Enemy warriors can also man looking to take over the travel routes across the river! Roll a
the winches, and may pull it themselves on their turn, D6: on a 4+ both Factions are now Enemies.
[DRAFT!]
and his head returned. The alignment of each If the merchant safely If one of the attacking players
attacking warband, respective to the defending survives, he’ll give the manages to retrieve the merchant’s
warband’s (and thus the merchant’s), should defenders 7D6 + 20 GC, plus head, and provided their warband
determine which of the influential patrons they are roll 2D6 for the reward: had a contract with the matching
aligned with. For instance, Lawful-aligned attackers 2D6 Item patron, that player earns 4D6 + 15
should not sign up with the bloodthirsty patron 2 Holy or Unholy Relic GC, plus (roll 2D6):
unless the defender is an Evil (not neutral) warband. 3-5 Cathayan Silks 2D6 Item
Neutral attackers may sign up with either. The 6-8 Ithilmar Armor 2 D3+1 doses of Mandrake Root
patrons may be Imperial nobles, rival merchants, 9-10 Elven Cloak 3-5 D3+2 doses of Crimson Shade
influential crime bosses, slaver ringleaders or even 11-12 Gromril Armor 6-8 D3+1 doses of Dark Venom
secretive cultist masters: choose which are more 9-10 Small Cannon
appropriate to the combination of warbands. 11-12 Tome of Daemonology
If one of the attacking
Deployment zones must be nominated with players manages to escape
respect to the amount of attackers entering the
battlefield. Members of the same alliance share a
with the merchant in custody,
The Barge: The barge follows all the rules for a River Barge +1 Contract! If the defenders win and are following the
vessel, sporting a full set of sails (so the boat is dependent objective The Sellswords or The Seekers, they gain 1 CP.
on wind direction). The Captain of the barge uses the same +1 Raid! If the attackers win and are following The
rules as a Coachman Hired Sword, but replace the ‘Driver’ Raiders objective, they gain +1 CP.
and ‘Handyman’ special rules by ‘Pilot’ and ‘Rigger’, and his Enmity! If the attackers belong to an Imperial Faction, roll
whip by a handgun. The defender controls the Captain a D6, on a 4+ there were witnesses, and word of this raid
model, but note that at least one model must attend to spreads: their Faction gains Enmity against the defender’s
driving the vessel, and the Captain is indeed the most Faction.
suited!
Mission Scenarios (cont’d)
1 Contraband. Two smugglers (use the statistics for two youngbloods armed with daggers) are carrying 4 pieces
of Cargo (roll 4 times in the Cargo table). Place the smugglers and the appropriate Cargo markers on the
barge. Do not roll for their contents (they aren’t what you think!). The warband is unaware of the plot hatched
between the Captain of the barge and these individuals (the models are not controlled by the defender). Each
turn, the defending warband Leader may attempt a Leadership test with a -3 penalty to Ld. Once (or if) he
succeeds, they suspect foul play, and may thereafter attack the smugglers (and captain) if they wish.
! Once Out of Action, each smuggler/captain is considered captured by the warband if they win, and
may be delivered to the authorities to be put under arrest, earning the warband a reward of D6x5Gc for each of
them (but no reward for the Cargo, regardless of its fate). On the other hand, if they win but decided to follow
through with the delivery without harming the smugglers or the captain, the defending warband earns
D6x15Gc for each Cargo marker secured by the end of the battle. If a model successfully secures a Cargo
marker at the end of the battle (whether they win or not), check what its contents are:
Sack – roll a D6: 1-2 D3+1 doses of Crimson Shade, 3-4 D3+1 Wyrdstone shards, 5-6 Superior Blackpowder.
Crate – roll a D6: 1-2 D3 Liquor Flasks, 3-4 D3 Firebombs, 5-6 Bugman’s Ale.
Barrel or Large Chest – roll a D6: 1-2 D2 Corpses, 3-4 Hostage, 5 Blunderbuss, 6 Hochland Long Rifle.
2 - 3 Cargo Vessel. Roll 4 times in the Cargo table and place the appropriate markers on the Barge. Do not roll
for their contents yet!
! After the battle, the attacker may roll to find out the contents of any Cargo marker they successfully
obtained (whether they won or lost). The defender (if they win) earns D6x10Gc for each Cargo marker
successfully secured at the end of the battle.
4 - 6 Personal Escort. The defending warband has been hired to serve as the escort of distinguished persons
travelling by Barge. Any of them can be captured as per the Hostage rules. Roll a D6 to find out their identity:
1-2 Merchant. Use the statistics of a Merchant Hired Sword, and the model is under the defender’s
control. The Merchant can be taken hostage by the attackers.
! If the defenders win (by taking the Merchant by boat off the other table edge), they earn a
reward of D3x5 +40Gc, and automatically gain the services of the Merchant as a Hired Sword for that
post-battle phase. They can choose to retain him afterwards by paying his upkeep as usual.
3 Floating Party. A group of D3+3 Nobles is having a riotous cruise down the Reik. Use the statistics of a
youngblood, armed with a dagger, for each of them. They are roaring drunk, and will always move
towards the closest member of the defending warband not engaged in close combat, and pester them with
demands and braggery: the warrior must succeed on a Ld test to convince the snotty noble to let him do
his job or be forced to indulge him: they can’t do anything else that turn. The defender doesn’t control the
Noble models: they act just before the defender’s turn. Nobles will test for All Alone as normal, and will
flee at the end of any round of close combat if engaged, just as if they failed an All Alone test. They will
dive into the river if need be! Nobles can be taken hostage by the attackers.
! the warband with more nobles secured at the end of the battle wins. Each noble safely in the
hands of the defenders will reward them with D3x20Gc. Each noble captured by the attacker (whether
they win or lose) can be ransomed back to his family for a value of D6x20Gc or 1CP, as long as the
warband possesses at least one Human member or Hired Sword (to broker the deal!), and succeeds on a
Leadership test at -1 penalty to Ld to actually track down his family! Warbands following ‘The Power
behind the Throne’ objective can immediately ransom them as per their ‘Leverage’ objective for D3 CP
each.
4 Priest. The priest’s God will be one matching the warband’s (if they are religious or hiring a Priest), or
from any Cult Organization not currently Enemy of the warband. Use the statistics for the appropriate
Priest Hired Sword. The model is under the defender’s control, and can be taken hostage by attackers.
! If the defenders win (by taking the Priest by boat off the other table edge), they earn
D6x5+30Gc, as well as a one-time offer to lift any curse on the warband (provided that God’s Cult doesn’t
become an Enemy of the warband’s Faction) and gain his services as a Hired Sword without paying hire
cost. They also gain +1 CP if they are following ‘The Zealots’ objective.
5-6 Envoy. Choose an Organization not yet contracted with the warband, affiliated with an Imperial
Faction not under Enmity against the warband. The Envoy of that Organization is travelling in the
Barge, and the model uses its statistics. The Envoy may be taken hostage by the attackers.
! If the defending warband wins, having established good relations with the Envoy, the warband
automatically enters a contract with that Organization, without having to fulfil starting requirements.
Your warband is now considered part of that Organization’s Faction as well. The Organization uses their
considerable influence to smoothen tensions: their Faction is no longer considered an Enemy of another
Faction of your choice.
Mission Scenarios (cont’d)
T!]
[DR2AFplayers
A model can only carry one bird at a time, and doing so
occupies the warrior’s both hands. Any model carrying a
Fowl Play pigeon who becomes Knocked Down, Stunned or Out Of
Action will drop it. The bird will fly away as described above
By the Mordheim Nemesis Crown development team, revised at the start of the following player’s turn.
by Nuno M. A warrior carrying a pigeon may run off the table, thus
During times of war the use of carrier pigeons to relay securing it.
information to agents in the field is a vital strategy of the Fly my Beauties: The carrier may opt to use his pigeon
Empire. These pigeons carry important intelligence and for offensively, lighting the fuse and sending it out with the
this to fall into the wrong hands could spell disaster. For this aim of blowing up the enemy. The player should nominate a
reason, important messages are often divided amongst several visible target within 12” and roll on the following table:
birds, to minimize the risk of key information being D6 Effect .
intercepted. 1 Oops! The confused pigeon returns to its handler!
Unfortunately there’s been an attempted sabotage at the Place the template over the initial carrier and
despatch office. To prevent the messages from being captured, resolve the explosion.
the desperate clerks strapped the messages to a flock of 2-4 Boom! A poorly cut fuse means the bomb explodes
pigeons already fitted with the legendary Herstel-Wenkler harmlessly in mid air (harmlessly for everyone
Pigeon Bomb. One warband (with a personal stake in the except the pigeon)
messages) has been dispatched to recover the pidgeons before 5-6 Huzzah! The pigeon lands exactly on the head of the
they disperse away forever with the messages. The right target. Place the template over the target
masterminds behind the sabotage now have to get involved model and resolve the explosion (see Pigeon
personally, to steal the valuable intel from their rightful Bomb).
owners.
The game ends when a player fails a rout test, or all pigeons
At the centre of the board should be placed a watchtower (the have exploded or left the table. Due to the importance of the
messaging post). The rest of the table should consist of mission, voluntary routs are not permitted. A player failing
houses and other village scenery. Around it, players should a rout test must roll D6 for each pigeon still being carried
take turns placing 6+D6 tokens to represent the pigeons, up by his models. On a result of 1-2, the pigeon manages to fly
to 10” away from the message post. off as the warrior scrambles for safety.
Players gain +D3 Information Points for every pigeon still
carried at the end of the game. The winner is the warband
with the most Points. In the event of a tie, the winner is the
Both players roll D6, the player with the higher result warband that didn't fail a rout test. Consult the table below
deploying first within 8" of a table edge of his choice. His for additional benefits.
opponent sets up on the opposite edge.
A nasty scrap has ocurred within the messaging post, "
following the sabotage and release of the birds. Several The Defending warband gains a reward of D3x5Gc per
officers lie dead, but the last few managed to kill the Information Point retrieved, and if they win they can clear
saboteur first. Place D2 officers inside the tower post. the name of a Faction (see below). The Attacker gleans
important clues from the messages:
Information
Both players roll D6, the player with the higher result taking Points Benefit (results are cumulative)
the first turn. The remaining player goes next. 0-5 No benefit.
6-7 Choose the scenario when you next challenge.
8-9 Gain +1 Campaign Point.
The Survivors: the surviving officers of the messaging post 10+ At the next available opportunity, you can play either
are now trying to get the birds back, and are under the “The Warmachine”, “The Necromancer’s Tower”, or the
control of the defending warband. They too can (and should) “Vaults of the Abbey” special scenario.
try to catch the pigeons. They have the same statistics as a
Mercenary Youngblood and are armed with a dagger.
Pigeon Movement: Once a model is within 8" of any the
+1 Survives. If a Hero or a Henchman group survives they
pigeons they will begin to move randomly. At the start of
gain +1 Experience.
each round, before either player has had a go, roll a scatter
+1 Winning Leader. The leader of the winning warband
dice and a Warhammer artillery dice, for each pigeon, to
gains +1 Experience.
determine the direction and distance of its movement. The
+1 Pigeon Fancier. Any Hero still carrying a pigeon at
pigeon will always land upon the highest terrain feature
the end of the battle earns +1 Experience.
beneath it, e.g. if the dice indicate that the pigeon is to fly
above a building, it is assumed to be on the roof or the
highest storey. Should the artillery dice indicate a misfire
equipment. These are under the control of the defender. The defending warband earns 20+3D6 Gc if they win, for their successful
The defender is loaned mounts and/or wagons with a escort duty. If the attacking warband wins, they plunder the stagecoach for
total value of 250Gc (which must be returned after the 3D6 Gc worth of luggage and luxuries, and captures 1+D3 hostages.
battle). These mounts are trained for the dangers of the road,
and have the Battle-schooled rule (described further on).
He may also hire a Roadwarden Hired Sword for half
March of the Dead: After both opponents have set up,
place 2D3+2 Guard Zombies (same stats as in the Undead The winning warband plunders the vaults of the
warband), within 2” of the door of the tower, having Necromancer’s Tower. Roll a D6 for each item at a time to
emerged from its crypts to defend the Necromancer’s see if you find it:
domain. Also, at the beginning of each player's turn roll D6. Item D6 roll Item D6 roll
On a 5+ another Zombie appears within 1” of the door to the D3 Garlic Auto D3 Treasures Auto
tower. Unholy Relic 2+ Wyrdstone pendulum 3+
Each round, before either player has had their turn, D3 Dispel Scrolls 3+ Healing Herbs 4+
including the first, any Zombies will shuffle 4” towards the Familiar 4+* D3 Potions of Strength 4+
nearest standing model. Once within 8” the Zombies will D2 Skeletal Steeds 5+* Monkey's Paw 5+*
charge the nearest standing model. Book of the Dead 5+ Lesser Artifact 6+
*if not found, add +1 on the roll to find the Book of the Dead.
Blast of Schwarzlache: At the beginning of each player's
turn roll D6. On a 4+ this spell will activate, and a
whirlwind of deathly spirits will careen around the +1 Survives. If a Hero or Henchman group survives they
battlefield. It has a range of between 10" & 48", measured gain +1 Experience.
from the edge of the tower. +1 Winning Leader. The leader of the winning warband
Place a 5" diameter circular template over the nearest gains +1 Experience.
standing model that lies within the range. Models in hand- +1 Per Enemy Out of Action Any Hero earns +1
to-hand combat are valid targets. If two or more models experience for each enemy he puts out of action. Guard
stand the same distance then roll to see which one will be Zombies put Out of Action will only grant +1 Experience if
the target. The enchantment power is weakening and hence the player succeeds on a D6 roll of 5+.
you should always scatter the spell 2D6" from its intended
target, even if a "hit" is rolled on a scatter dice.
A model directly under the centre of the template will
suffer D6 x S3 Wounds. Any models under the rest of the •Fell resources. If the winning warband is following
template receive a S3 Wound. Models partially covered will the objective The Cultists or The Host of Horrors,
receive a S3 Wound on a 4+. Armour saves do not apply, it gains CPs according to its objective table.
and these attacks do not cause critical hits.
Special Scenarios (cont’d)
3 -5 players
[DRAFT!]
Vaults of the Abbey
Based on the Assault on the Rock and Sigmar’s Script scenarios, by Grayson Gaudreault and Paul Smith (respectively).
The vigilant forces of the Order of Sigmar, as well as those of the The Attacking warbands deploy each on a separate
other Gods of the Old World, have always kept watch against the Tunnel tile, placed randomly along the edge of the grid, on
table edges not yet occupied by Cellar tiles as much as
darkness lurking in the north, and within the Empire itself. From
possible.
their guarded monasteries they patrol the lands of the Empire Each player rolls a D6 to decide the order of deployment.
fighting heathens and collecting tainted items to be later destroyed
if possible, or safely guarded if not. Many arcane and heretical
items are held within the bowels of these monasteries, guarded
The Attacking warbands go first, rolling a D6 to decide
from the prying eyes of those who would misuse their power.
which takes the first turn. After that, the defending
It is the stories of these Cache Malefacts of unholy treasures that
warband (or warbands) go next (taking their turn
lure the greedy and the power-crazed to attempt to infiltrate a together).
particular heavily guarded abbey. Just recently a long forgotten
tunnel has been discovered that leads into the crypts of the abbey,
and rumours of a powerful magic tome or artefact has brought all
Holy Vault. These are the hidden warded sanctums
where the foulest relics and forbidden knowledge are kept. The game ends if all the attacking warbands Rout, with a
Place a dead-end room tile, and roll a D6: victory for the defending warband(s). However, if an attacking
1-2 Cache Malefact. A powerful and dangerous warrior is holding any Greater Artefact or Cursed Book, and when
artefact of evil is contained here. See rules for his warband Routs he is not Knocked Down or Stunned, is
Cache Malefact. standing outside of charge range of any enemies, and there is at
3-6 Forbidden Library. A powerful cursed book rests least one Tunnel tile that contains no enemies on it, then that
here. See rules for Forbidden Library. warband escapes with its prize, and wins!
As soon as one of the Attacking warbands manages to take
Cache Malefact: this room holds an unholy artefact of hold of a Greater Artefact and moves it off a Tunnel tile, that
evil, hidden centuries ago by the monks of the Order in warband immediately wins the game. The same occurs if that
this abbey. It is secured and chained in place, and who warband is the last one left on the table.
knows what holy curses lay upon its bindings. Place a If the only warband left on the table is one of the Attackers,
marker in the center of the room, indicating the artefact. but no Greater Artefacts or Cursed Books have been found yet,
Roll a D6 to find which artefact it is: 1-2 Lesser Artefact that warband can continue searching for it, but when his current
(roll twice on the Lesser Artefacts table and pick which turn ends the defender may deploy and control a new group of
result you prefer), 3-4 Chaos Daemon Sword, 5-6 Crown of monks entering from a random Cellar tile.
Sorcery. Place D3+2 Guardian Spirits within 1” of it,
following the rules for Catacomb Guardians.