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Enemy Within Scenarios

This scenario involves warbands competing to loot a pie wagon that has been attacked. Warriors can search the wagon for food supplies like sacks of ingredients or pies. Carrying pies requires extra care and warriors may drop them if they take wounds or are charged in combat. The winning warband gets additional rewards if they follow certain objectives.
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0% found this document useful (0 votes)
109 views15 pages

Enemy Within Scenarios

This scenario involves warbands competing to loot a pie wagon that has been attacked. Warriors can search the wagon for food supplies like sacks of ingredients or pies. Carrying pies requires extra care and warriors may drop them if they take wounds or are charged in combat. The winning warband gets additional rewards if they follow certain objectives.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Everyday Scenarios (cont’d)

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.
 

The Monster: The monster’s lair is located in the  


 
central ruined building. The monster’s turn is The monster has moved its treasure hoard with it to its new
performed before all other players in the turn lair, and it has amassed a respectable amount.
sequence, but only after it has appeared. The Warriors searching the hoard may find some of the
monster is only placed on the table when at least valuables. For each attempt, roll 2D6 on the table below to
one warrior steps 4” or more into its lair. Once this find what the item could be, and a D6 to see if the warrior
occurs, in the next monster turn, the monster is finds it or not. If not, the warrior finds D6 Gc instead. Keep
placed 2D6” in a random direction from the center track of how much gold crowns warriors steal from the
of the lair. Roll on the table below to find out which hoard!
kind of monster it is. Once placed, the monster can The winning warband(s) gets to scour the lair thoroughly
act immediately that turn. after the battle, and can make a D6 roll for each of the
D6 Monster remaining items not yet found, to see if they are within the
1 Enormous Worm lair. Subtract any Gold Crowns already found from the
2 Hydra number of Gc automatically found.
3 Dragon, young Search (2D6) Item Item found (D6)
4 Griffon, young - 5D6x3Gc (minus any already found) Auto
5 Wyvern, young 1 Magic Carpet 6+
6 Cockatrice 2 Gromril armor 6+
You can find the monster description and statistics 3 Gromril axe 5+
in its Bestiary entry. 4 Jewelry worth D3x30 Gc 5+
(or worn to add +1 to Rare rolls)
Treasure Hunting: any warrior more than 4” 5 D3+1 Treasures 4+
inside of the lair, as measured from its outer edge, 6 Suit of light armour 3+
can search the hoard for valuables. If a warrior 7 Cargo marker (roll to see which) 2+
who does nothing else that turn succeeds on an 8 D6 Helmets 3+
Initiative test with a -1 penalty, it may make one 9 Suit of Heavy Armor 4+
search attempt (see ‘The Treasure Hoard’). 10 Gems worth D6x20 Gc 5+
11 Ithilmar armor 6+
   12 Lesser artefact 6+
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 +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   

on a shooting attack to Hit. If he does so, the enemy


Enmity! If at least one of the attackers belongs to an Imperial
suffers -1 to Hit (Shooting or Close Combat) and -1 to
Faction, roll a D6, on a 4+ there were witnesses, and word of this
casting any spells, until he spends one entire round
raid spreads: this Faction (decide randomly which if both belong
doing nothing but wiping the flour from his face.
to a Faction) gains Enmity against another random Faction.
Hostage: the Master Chef can be taken hostage.
Mission Scenarios (cont’d)
!]
The Watchtower [DRAFT2 players The Beacon: The missing members of the defending
By Nick Kyme, revised by Nuno M. warband can only be alerted by lighting the beacon atop
As a land in anarchy, the Empire offers up many opportunities for the watchtower. This may only be attempted once the
mercenaries. One band has been charged with a border patrol, attackers have been spotted. Any model which begins its
centred around one of the many watchtowers that dot the turn next to the beacon may try and light it. Roll a D6 at
countryside, whilst another warband has been sent to raid the the start of the turn. On the first turn he tries, a model
area. Elimination of watchtowers in key strategic positions needs a 5+ to light the beacon; on the second he needs a
effectively opens a safe entry path into the region, rife for 4+; on the third it is lit automatically. If a model is hit
plundering. (regardless if wounded or not), or moves away for any
reason whilst trying to light the beacon, he is interrupted
 and must start from scratch (needing a 5+) next turn. In
A watchtower, stationed upon a hill, should be placed 12“ in from this way the attackers can harry the warrior trying to
one of the board edges (the defender’s), and equidistant from the light the beacon to prevent the rest of the defenders
sides. This is a well-defended position and as such may include arriving.
sections of low walls up to 6" in front of the tower itself (placed by As soon as the beacon is lit the rest of the warband
the defender). The area around the watchtower has been cleared arrives. They may move on from any table edge, charging
of random trees and debris and so scenery that isn’t part of its or running in that Movement phase if they wish and may
defences should not be placed within 12“ of it. The rest of the shoot, attack and act normally from then on.
battlefield may be set up in any mutually agreeable manner, but Watchtower: the watchtower counts as stone building
densely packed with trees, hills, ruins, small buildings, etc, so for the purposes of being set on fire.
the attackers can sneak closer from behind cover. Arsenal: The watchtower also has a well-stocked arsenal
in its base and the defender has the following list of
additional free weapons to equip his warriors with for
 this battle only:
A non-Evil warband should be the defenders. They have been 3 crossbows, 1 hunting rifle, 2 longbows, 3 halberds, 1
charged with the task of patrolling the border for raiders. The Two-handed weapon, 2 spears.
defender’s warband is spread thinly across the area and do not These weapons are a loan from their employers, and
all start the battle on the tabletop. Half (rounding fractions up) of must be returned at the end of the battle (regardless of
the defender’s henchmen and heroes do not start the battle with its outcome).
the rest of the warband (the player may decide which). Those Resolute: The defenders are determined the hold the
that do start on the tabletop must be set up within 6" of the tower until help arrives and will not have to take a Rout
watchtower, or inside it. The other members of the warband are test until 50% on the warband are out of action.
scattered around the tower perimeter, but cannot enter the board
unless the beacon atop the watchtower is lit.
The attacker sets up his entire warband up to 8” from the board
   
edge opposite the watchtower. The defenders win if they rout the attacking warband.
The defenders win if they rout the attackers or collapse
the wathctower (by burning it down or
  
The raiders take the first turn.


If the defending warband wins, it gains 20 + D3x10 gold


crowns from their employer. If the attackers win they
 
gain any of the weapons from the watchtower’s stock that
Patrol: the defenders are keeping an eye out for trespassers. Any were unused by the defender in the battle, as well as a
defending model not deployed on the watchtower may move in a choose their scenario when it is their turn to challenge.
limited fashion: at the beginning of their Movement phase, both
players roll a D6, for each model individually. The winner of the
roll moves the model that number of inches in a direction they
 
choose. On a draw, the defender moves the model. Once the +1 Survives. If a Hero or Henchman group survives the
attackers have been spotted, defending models may move freely. battle they gain +1 Experience.
Sneak Attack: The attackers are well aware of the guards at the +1 Winning Leader. The leader of the winning warband
watchtower and are using stealth to creep up on them. gains +1 Experience.
Instead of moving normally, the attackers may try to sneak +1 per Enemy Out of Action. Any Hero earns +1
further up the board in their Movement phase, to prevent any of Experience for each enemy put out of action.
their visible warriors from being seen. If they are sneaking, the +1 Lights the Beacon. Any Hero who successfully lights
attackers all move the distance rolled on a D6 and, as long as the beacon gains +1 Experience.
they don’t attack, shoot, cast magic, etc, the defenders may not
attack them or try to light the beacon. After the attacking   

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 Landowner’s House: the landowner is hiding in the


A river 8” wide should cross the very center of the house with his family, waiting for their hired muscle (the
board, representing this section of the river. In the middle defenders) to drive the smugglers off. They are of absolutely no
of the river place the ferry crossing: a raft with a pulley rope help. In fact, they are a liability, as the smugglers may be
looking to “roughen them up”.
crossing the river, attached to winches on each rivershore. The House follows the rules for locked doors and windows,
On one side of the crossing, where the raft should be as well as ‘Clutter’ and ‘Get Out o’ me ‘Ouse!’ (but not for the
stationed, place one large building: this is the Landowner’s defending player, who can come inside with no problem).
House, where he lives with his family. There should be a If one or more attacking warriors manages to enter the
road leading up to the ferry crossing at each rivershore. house and stays there for an entire game turn without any
After this basic set-up, players should take turns defending warrior inside (and lives through the onslaught of
placing additional terrain: hedges, walls, crop fields, hills, pots and pans thrown at him), they teach the landowner a
woods sections, etc. There should be no other buildings than lesson and ransack his home. The ruthless warriors collect 3D6
Gc, D2 victuals and D2+1 Treasures (divide these findings
the Landowner’s House, and no other rivers/streams on the
between the attacking warriors inside the House). If these
table. warriors are not taken Out of Action before the end of the
game, they can keep this loot.

The attacking warband (the smugglers) is not set up on    
the table at the start of the game: instead the attacking The game ends when either the ferry has been destroyed,
player notes down from which table edge each Hero or one of the warbands has failed its Rout test, or eight turns
Henchman group will enter the table. They may enter from have passed (after that time a patrol has heard the commotion
diferent table edges if they wish (it is an ambush after all). and arrives on the scene). The warband that routs
After this is done, the defending player must place all automatically loses.
his warband members within 6” of the ferry raft (including If the ferry crossing is destroyed, the attackers win. If the
ferry is intact by the time the patrol arrives, but the
on the opposite rivershore) or the Landowner’s House.
landowner’s family has been “roughed up” and the attacker
If either warband owns any boats, they may deploy in escaped with their belongings, the attackers win. If the
them on the river, but following the deployment limitations attackers do not escape with the loot, the battle ends with a
oulined above. draw.
If the ferry is not destroyed and the landowner’s family was
safe by the time the patrol arrives, the defenders win. The
   landowner dutifuly rewards the warband with 10+ 4D6 GC.
The attacker takes the first turn, and deploys each warrior
4” onto the board, from anywhere on the board edge
previously noted down for that model. The attacker may  
then take his turn as normal. +1 Survives. If a Hero or a Henchman group survives the
Attacking warriors may not charge on the first turn. battle then they gain +1 Experience.
+1 Winning Leader. The leader(s) of the winning warband(s)
gains +1 Experience.
 
+1 Per Enemy Out of Action. Any Hero earns +1 Experience
The River: the river is considered a Deep River (and for each enemy he puts out of action.
therefore impassable to non-aquatic warriors) and is Fast- +1 Ruthless! Any Hero from the attacking warband involved
moving (determine the direction of the current at the start in “roughing up” the landowner gains +1 Experience.
of the game).

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!]  

Mission Scenarios (cont’d)


The Bodyguards 3 players The Merchant: The merchant is controlled by the defending player
and has neither armor nor weapons. In close combat he’s treated as
By Kurtis Burdau, revised by Nuno M. though he were knocked down (too damned frightened to stand up)
As it so happens, one foolhardy merchant has put and his characteristics are those of a mercenary Youngblood.
himself in quite the predicament, having fallen afoul An attacking warrior wishing to move the merchant must carry
of two influential personalities controlling the local him as he kicks and screams (don’t worry, he only weighs 100
area. For him, nothing but a disastrous fate awaits pounds)! This can be done by charging him, except instead of up
him there, so he has sent out word for a capable busting him up, the unit must choose to make a simple tackle.
warrior company, to guard him until foreign contacts Creatures incapable of earning experience may not do this. Once the
are able to safely escort him out of the Empire. tackle has been made (automatic) the model may carry the merchant
The powerful creditors, having heard of the news, at his/her regular movement rate, but cannot run or charge. If the
proceed each to hire a group of ruthless wariors. One warrior is charged, wounded, or otherwise incapacitated, he/she
man’s sick temperament compels him towards drops the merchant immediately, and the defending player once
demanding that the merchant’s head be delivered to again regains control of him.
him in a jar containing preservatives laced with only If the merchant is killed, an attacking warrior may take the
the finest of wines. The other simply implores that the carcass's head under the same conditions as finishing off a stunned
merchant is safely transported back to him so that he model in close combat. If that warrior then becomes stunned or put
may be eventually able to extract his debt. Out Of Action, he/she drops the merchant’s head (which may be
picked up by other warriors by moving over it).

The merchant is hiding out in a rented    
countryhouse in the outskirts of a village, trying to So long as the merchant’s alive, the defending warband will not
lay low. The defending player gets to choose have to take rout tests or be able to voluntarily rout until they’ve lost
whichever building he/she prefers as the merchants’ 50%; he’s promised them too damn much!
hideout. This building is then placed in the center on The game ends when all of the attackers have routed, or the
the gaming table. Afterwards, players place several merchant has been carried off of the map by an attacker or the
other terrain pieces in turn, though all of them must merchant’s head has been severed and taken off the map.
be at least 4’’ away from the hideout. You may use The defending warband wins if both attackers rout and the
houses, walls, hedges, wood sections, etc. merchant is still alive. Each attacker wins if they fulfill their
respective contract: either walking off the table with the captured
  
merchant, or his head. Any other result is a draw.
The player with the highest warband rating has
accepted the merchant’s contract. The nature of that  
warband (whether it is Lawful or Evil-aligned) should +1 Survives. If a Hero or a Henchman group survives the battle
likewise determine the nature of the merchant itself: then they gain +1 Experience.
a well-intentioned businessman who knows too much, +1 Winning Leader. The leader(s) of the winning warband(s) gains
or a despicable drug-dealer or flesh-trafficker who +1 Experience.
needs to be captured or executed. +1 Per Enemy Out of Action. Any Hero earns +1 Experience for
The remaining players are attackers, and each each enemy he puts out of action.
has accepted the job from one of the two powerful
patrons: the law-abiding patron wishes the merchant
back alive, the bloodthirsthy patron wants him dead 

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,   

and provided their warband +1 Powerful connections! The


deployment zone. Try your best to keep things has a contract with the
orderly using the “Chaos on the Streets” guidelines, winning warband gains +1 extra
matching patron, that player CP, as either the surviving
which can be found in “The Best of Town Cryer”. earns 8D6 + 25 GC, plus (roll merchant or their patron becomes a
2D6): useful contact to further their goals.
   2D6Item
Each attacker rolls a D6. Starting from lowest to 2 D2+1 Healing Herbs Enmity! If the defender and at
highest, each attacking player/group chooses their 3-5 Halfling Cookbook least one of the attackers belongs to
deployment zone and then sets up using the “Chaos 6-8 Tarot Cards and an Imperial Faction, roll a D6: on a
on the Streets” guidelines. The defender sets up D2+1 Lucky Charms 5+ this dispute (regardless of the
within the hideout. 9-10 2 Warhorses outcome of the battle) escalates and
All players roll a D6. Starting from highest to 11-12 Opulent Coach the defender’s Faction and the
lowest, players may now take their turn. attacker’s become Enemies.
[DRAF2T!]players
Mission Scenarios (cont’d)
Haulage: attackers are trying to steal away either Cargo
Death on the Reik markers or Hostages from the barge. Refer to the ‘River Life of
the Empire’ table in the next page, for details on what the barge
By Ye Olde Curiosity Shoppe, revised by Nuno M. is carrying.
A captain and his crew have been ordered to transport some The different Cargo markers can be transported and moved by
vital cargo, a message or an important passenger to one of warriors in the way described in the rules for Cargo. Models
their patron’s outposts. A warband has been hired to escort that can be taken hostage are generally controlled by the
this transport down the River Reik and see it delivered safely. defending warband, and follow all the rules for taking Hostages
The river is known for the occasional pirates, wreckers, during a battle. A warrior from the attacking warband can
mutant and beastmen raiders, as well as the always-present move off the table while carrying either of these (and cannot
smugglers. As fate would have it, be it either through lack of return), permanently securing them for their warband.
secrecy or sheer coincidence, they are waylaid by an enemy River Events: do not use the normal Random Happenings
warband that is coming after them for their lading. table for this scenario. Instead, when one would be triggered,
use the chart below.
  
- roll a D6:
The battlefield should have a size of 6’x4’, with a wide
river (at least ~18” wide at most points) flowing from one 1 – Bog Octopus! A marsh-monster accosts the vessels!
short table edge to the other. Include one or two choke Deploy a model for the octopus on the river, on a random
points (narrow passages) on the riverpath, as well as some location as per the Bestiary rules.
bends and small islets in the river (use small hills), so that 2-3 – Shallow Rocks! One of the boats (randomly decide
the attacker may have a chance to jump from the which) has collided with the shallow riverbed. Treat it as
riverbank/islets onto the defender’s barge. a collision, but the damage location is the hull only.
Keep rolling for Random Happenings in subsequent
turns (this one doesn’t prevent more from happening!).
  
4 – Raiders! Savages have tracked down the vessels! Roll a
To start off, roll on the ‘River Life of the Empire’ table (next D6 and deploy the models as per Bestiary rules: 1-2
page), to find out what the defending warband is escorting 5+D3 Forest Goblins, 3-4 4+D3 Mutants, 5-6 3+D3 Gors.
today, and what their rewards will be if they succeed. 5 – Pirates! Deploy a Rowboat on a randomly chosen river
Both players then roll off to see who has to set up his ending: the boat has 6 Pirates in it. Roll for their
vessel(s) and warband first. Alignment as per the Bestiary rules.
The defender places any vessels and his warband fully 6 – River Patrol. Deploy a Rowboat on a randomly chosen
within 11” of one short table edge of his choice. Firstly, he river ending: the boat has 3+D3 Riverwardens in it. Roll
must place a River Barge (roughly 11”x6” in size) within the for their Alignment as per the Bestiary rules.
deployment zone: this is the Barge they are escorting, and it
carries a model for its Captain (see below). They then must    
deploy their warband fully within it and on any other The game ends when one of the warbands Routs, when the
vessels they might own, or along the riverbanks, within the barge successfully leaves the table from the opposite edge, or
deployment zone. when all Cargo/Hostages have either left the table or gone Out
The attacker, on the other hand, may deploy his entire of Action. Because both warbands have a lot invested in their
warband onboard any vessels they might own, or place up to mission, they only start taking Rout tests after losing 50% or
half of them anywhere on the battlefield: in either case they more of their force.
must be 14” or more away from enemy models. The attacker If the attackers Rout, they will still carry away any
also gets an extra (makeshift) rowboat and a raft for this Cargo/Hostage any of their members may still be holding, as
battle only, which the warband has commandeered for this long as they are out of charge range of any enemies, otherwise
purpose. If the attacker has to set up first, his crew may be they will drop what they are holding and run for it.
set up anywhere on the battlefield, at least 14’’ away from If the defenders Rout, they will cede the barge to the
the enemy deployment zone. attackers: any remaining Cargo/Hostages on the table are
considered captured by the attackers.
  
Players each roll a D6: the one that rolls highest goes first.  
+1 Survives. If a Hero or a Henchman group survives they
 
gain +1 Experience.
Random Objective: depending on what the barge is +1 Winning Leader. The leader of the winning warband at the
carrying, the objectives and rewards of this scenario may be end of the battle gains +1 Experience.
different, for both defender and attacker. Refer to the “River +1 Pirate! Any Hero from the attacker’s warband earns +1
Life of the Empire” table in the next page, to find out what Experience for each Cargo/Hostage he manages to secure safely
the mission for today is. for his warband at the end of the game.
The River: the river is flowing slowly in the direction the +1 Riverwarden. Any Hero from the defender’s warband
barge is headed. An area within 2” of any river shore is earns +1 Experience for each enemy model they put Out of
considered shallow water, the rest of the river is considered Action.
deep water. Models may swim in the river as described in
the Wilderness Terrain rules in ‘Empire in Flames’.   

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)

      !


Roll a D6 to find what the Barge carries today:

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
  

+1 Secret intel! If a warband is following the objective The


then the poor pigeon has exploded in a flurry of feathers and
Power Behind the Throne, The Cultists, The Wardens
charred message (see Pigeon Bomb).
or The Sellswords and wins, it gains +1 CPs, or according to
Pidgeon Bomb! Any model within 1,5” of an exploding
its Objectives table (wichever is highest).
pigeon (i.e. the radius of a small Warhammer template) will
-D2 Secrets lost! If the defending warband is following the
receive an automatic S4 hit, with a -1 modifier to armor
objective The Wardens, The Sellswords or The Seekers
saves.
and loses, D2 CPs are deducted from them as vital
Catch The Pigeon: A model may catch the pigeon by
information is lost and/or leaked to the enemies of order and
finishing his Movement Phase in contact with the pigeon
good commerce.
token. The model will carry the bird with message, bomb and
Evidence of the truth! If the defenders win, they secure
all – there is no time to remove these in the heat of battle.
intel that reveals the real culprits behind recent conflicts.
While carried there is no risk that the pigeon will explode.
Remove Enmity between any 2 Factions, if you wish.
Mission Scenarios (cont’d)
[DRAFT!] 2 players Highway Robbery! The attackers are loaned mounts up to a total value of
400Gc (which must be returned after the scenario ends). These mounts
By Mark Havener, Nick Kyme and Steve Hambrook, revised have been bred for danger, and thus benefit from the Battle-schooled rule
by Nuno M (see below). They may also hire a Highwayman at half the hiring cost.
The roads of the Empire are very dangerous and teeming with
all manner of bandits, Beastmen and mutants. A warband Battle-schooled: the rider of this mount may re-roll any failed Leadership
has been paid to protect the local stage on a dangerous road to tests for the purpose of controlling their mount (one –re-roll per test).
the next coaching inn. A rival warband is laying in wait to
ambush the stage on a particularly secluded part of the route. Ingenuity: if the attacking warband cannot use mounts (such as Dwarfs or
When the stage and its outriders turn a corner in the road, the Skaven) then they are allowed to place a barricade (up to 6” wide) across
ambush is sprung and the chase is on! the road no closer than 18” to the stagecoach.
They are also loaned a single wagon and a pair of horses to serve as draft
animals (all of which must be returned at the end of the battle). Skaven
 wagons will use some skittish mutated rat-like creature to pull the wagon
We suggest that the terrain is set up within an area (same characteristics as horses).
roughly 6' x 4'. Each player takes it in turn to place a piece of Attacking warriors on a wagon are deployed behind the stage, as described
terrain, either a stand of trees, a length of hedgerow or a in Set-Up.
small rocku outcrop. There must be a distinct road marked on
the battlefield for the coach to follow, along the long axis of The Chase: this is a special rule that applies only to riding mounts and for
the table, roughly dividing the table into two halves. There this scenario only. Mounted warriors may always leave Close Combat in
should be some areas of difficult terrain (bushes, gravel their movement phase if they wish, and are not automatically hit by their
fields, woods) surrounding the road. enemies (allowing the scenario to move along instead of being bogged down
in combat).

Applying the spurs! This is a special rule that only applies to riding
The defenders may not be of an overtly Evil alignment,
mounts and for this scenario only. A rider may apply the spurs to his
such as Greenskins, Undead or Chaos worshippers (neutral-
mount to make it go faster in a similar way that applying the lash works
ish warbands, such as Ogres and Pirates, do occasionally
with the stagecoach. A rider may not charge and apply the spurs in the
provide escort service). They may field as many of their
same turn.
warband as they can, so long as they are mounted, can fit
Roll a D6 and add this amount to the model’s move. If a 1 is rolled,
inside the the stage coach as bodyguards (up to 4), or have a
roll on the table below. A warrior with the Ride skill can re-roll the result.
Movement speed of at least 7. Note that you are temporarily
D6 Result
loaned a few mounts and a deal with a Hired Sword for this
1-2 – Steed tiring: if the rider applies the spurs next turn he must halve
scenario (see the Imperial Stage Contract special rule below).
the result.
If after this, more than 25% of the warband still cannot be
3-4 – Rider Shaken: the mount rears up and the rider loses balance, and
fielded, then you cannot play this scenario as the defender.
may not apply the spurs next turn as he recovers his composure.
The attacker may field all his warriors and any mounts
5-6 – Out of Control: make a roll on the Whoa Boy! Table.
he has, plus a deal with a Hired Sword and borrowed mounts
(see the Highway Robbery special rule below) or a barricade
(see the Ingenuity special rule below).    
The battle ends when the stagecoach leaves the table by the opposite edge
# (not necessarily by the road!), in a victory for the defenders. Otherwise, it
ends when one of the warbands fails a Rout test, with the opponent
The defenders deploy the stage and their warband on claiming victory.
the road. All must be no closer than 40” from the opposite
table edge (which represents the escape route) and facing in
that direction.  
The attackers may deploy up to 50% of their warband +1 Survives. If any hero or Henchman group survives the battle then they
in hiding anywhere on the battlefield but no closer than 18” gain +1 Experience.
from any of the defender models. The rest of the attacking +1 Winning Leader. The leader of the winning warband gains +1
warband is set up 24” or more behind the defenders – this Experience.
part of the attackers must all be mounted, riding on a wagon +1 per enemy Out of Action. Any Hero gains +1 experience for each
or have a Movement speed of 7 or higher. enemy he puts Out of Action.
+1 Destroying the Stagecoach. If a Hero in the attacking warband
   destroyes the stagecoach he earns +1 Experience.
+2 Capturing the Stagecoach. If a Hero in the attacking warband
Both players roll a D6. The player with the higher score takes captures the stagecoach intact (that is, is in control of it) by the end of the
the first turn. battle, he earns +2 Experience.
+2 Stagecoach escapes. If the stagecoach manages to survive the ambush
 
and leaves the table through the opposite edge in the hands of the
Imperial Stage contract. The stagecoach follows the rules defending warband the leader gains +2 Experience.
for a wagon, comes with a Coachman Hired Sword, who is
armed with a Blunderbuss in addition to his other 

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   

the hiring cost.


+D2 Powerful connections. if the defenders win, they are
awarded D2 CP as they secure connections with influential
$ %
! Note that warriors people, and can attempt to start a contract with an Organization.
without the Ride skill for a given mount If they lose, -1CP is deducted from them as the influential elites
always have to succeed on a Leadership test avoid these failures like the plague! Furthermore, this defeat
to control the mount when it is hit by ranged counts as double if they are currently on a contract with an
attacks, and at the beginning of the combat Organization.
phase if they are engaged by a standing
enemy. If they fail they have to roll on the +D2 Target Eliminated! If the attacker is following the Objective
Whoa Boy! Table. The Power Behind the Throne and wins, the warband is
awarded D2 CP.
[DRAFT!]
Mission Scenarios (cont’d) Cannonade: When the cannonade begins, at the end of that
turn (after players have acted), and every turn thereafter,
Gathering of the Horde 4 D3+2 mortar shots strike the battlefield. Players take turns

By Nick Kyme, modified by Nuno M.


players at aiming the shots (roll randomly who starts). The player
acting as the warship gunner for each shot chooses any spot
This scenario takes place in a recently devastated town of the on the battlefield in line of sight of the warship (place your
Empire where the buildings are bursting with leftover belongings eye-level roughly 10” out from the harbor table edge, and 3”
of previous owners and other wealth. Taking and holding these above the table surface to check line of sight). Place a small
buildings means that your warband gains rich pickings and may blast template (2” diameter) on the target and scatter it a
gain a foothold in this region. Unfortunately, your opponent has scatter dice. A ‘HIT’ indicates the blast hits that precise
the same idea. Even more unfortunately, little do the warbands position, otherwise scatter it D6+1”. The blast causes a S3
realise but an Imperial warship has weighed anchor and its hit to each model even partialy under the template, and D3
captain means to quell their raiding with cannon fire. S6 hits (with an additional -1 armor penalty) to a model
under the hole. If the blast hits a building, roll a D6 (and
add the number of destruction markers on it): on a 1-4 put a
 destruction marker on that building, on a 5+ the building
We suggest that the terrain is set up within an area collapses and is replaced with a large ruin (very difficult
roughly 4' x 4'. Each player takes it in turn to place a piece of terrain), also all models inside the collapsing building must
terrain, either a ruined building, stack of crates, small walls or pass an initiative test to dive out of the way or suffer a D3
other similar items. No building should encroach more than 8” S5 hits. Models on the second level or above must also take
from any table edge, and should be ground floor only. After that, a falling test. Place any surviving models on the new ruin
4 to 6 additional buildings should be placed on the open center of exactly where they were on the original building.
the table. Each no larger than 6”x6”, but should be at least two Imperial Handgunners: these are a regiment of four
stories tall. Distribute a total of D6+3 markers per warband handgunners per warband. Each has the characteristics of a
throughout each of these builings (at least one in every floor): Mercenary Warrior armed with a Handgun, a sword and a
this is where the warbands will be searching. Afterwards, dagger. After both players have had their turn, the
randomly select one of the table edges: that edge is facing the Handgunners are placed 8” from their table edge, spaced 1”
harbor, and is where the Imperial warship is located. apart, and as close as possible to the nearest enemy model.
They cannot move this turn, but may fire immediately. As a

regimented force, only half of them fire each turn, the next
This scenario must be played between two team of two turn the other half fires while the previous reload; they also
allied players each. Each team of players rolls a D6. The one with never block line of sight for each other. They always move
the highest score decides which warband sets up first. That towards the closest enemy model(s), and spread their shots
player chooses the table edge he wants to set up on, and places evenly among all the targets within range.
all his warriors within 8" of it. His opponent then sets up within
8" of the opposite edge.    
The warbands have put a lot of effort into organizing this
   raid, and are not ready to leave without a fight! They only
Both players roll a D6. The player with the higher score takes the start making Rout tests after losing 50% or more of their
first turn. force. The game ends when one team Routs completely or runs
off the table. At the end of the game, any Treasure or Crate
carried off a warband’s table edge, or carried by a warrior not
 
in combat and outside the charge range of any enemy, is
Looting! The objective is to search and loot the marked considered secure!
buildings. A marker can be searched by any model, who is A warband (or team) wins if they have secured 2 or more
capable of earning Experience, that spends a turn within 2” of it, Treasures than their opponents (Crates count as 2 Treasures).
doing nothing else until the next turn (including being caught in If the difference in Treasures is 1 or less, it is a draw. Routing
Close Combat). At the beginning of his next turn, remove the warbands are not necessarily the losers! Allies may split loot
marker and roll a D6: on a 1 there are but a few valuables left as they see fit.
(gain D6 GC); on a 2 he finds 1 dose of victuals; on a 3 the After the battle, roll on the Cargo table to see what is
warrior finds one Treasure; on a 4-6 he finds Cargo: roll on the inside each secured crate.
Cargo table to find out what kind of Cargo marker it is (but don’t
roll for its contents yet!).
A model may carry any number of Treasures, but cannot  
transfer them to other warriors, and will drop them if he is taken +1 Survives. If a Hero or a Henchman group survives they
Out of Action. Treasures can be picked up by moving over them. gain +1 Experience.
Warriors may carry a Cargo marker as indicated in the Cargo +1 Winning Leader. The leader of the warband who
rules for each particular Cargo type (either one warrior or two retained more Treasures at the end of the battle gains +1
warriors are required to move one, and they cannot run). Experience.
+1 Per Enemy Out of Action. Any Hero earns +1
Imperial Navy: the captain of the ship is guided by rising Experience for each enemy he puts out of action.
smoke from the town to guide his bombardment, before +1 Raider. Any Hero earns +1 Experience for each crate he
sending in his forces. From the beggining of turn 5 onwards, manages to secure safely for his warband at the end of the
start rolling and check the table below to find when does the game.
cannonade begin and when do the Imperial forces arrive:

Turn Roll Cannonade Imperial Handgunners   

begins arrive +D3 Raid, Conquest and Reputation! If a warband is following


5 5+ yes - the objective The Host of Horrors, The Raiders or The Cultists
6 4+ yes - and wins, it gains +D3 CPs, or according to its Objectives table
7 3+ yes yes (wichever is highest). If it loses, its loses -1 CP as their “fearsome”
8 Auto yes yes reputation takes a hit.
[DRAFT!] Special Scenarios (cont’d)
The Necromancer’s Tower Bolt of Schwarzlache: At the beginning of each player's
Revised from the original by the 2 players turn roll D6. On a 4+ a bolt of dark energy will shoot forth
Nemesis Crown Mordheim development Team. from the tower. It will be directed at the farthest standing
The locals in the area of the Drakwald Deeps tell of an model. If this model is in hand-to-hand combat then
isolated tower far away from the comforts of civilisation. randomise to determine which combatant is hit. Note that
Known as Schwarzlache's Tower, it is said to be the dwelling there must be a line of sight between the tower and the
of an evil Necromancer. target model.
Rumours have it that the Necromancer has recently left his The bolt hits on a 3+, although it suffers to hit penalties
tower to assist an accursed Vampire as he musters his forces for cover and long range exactly as if it were a missile. The
for an eventual invasion of the Empire. bolt has Strength 4, ignores armour saves and a range of 48”,
The warbands figure that there must be some easy pickings measured from the edge of the tower.
to be had while the wizard is away. What they don’t know is
that he has set a number of guards and wards to protect his The Tower Servant: once a warband comes into contact
lair. with the Tower (either by entering it or by climbing its walls),
place a ghoul model on the top level of the tower (it has the
same stats as a ghoul from the Undead warband, but has +1
 Wound and the skill Scale Sheer Surfaces). This ghoul is
Set the table for a wilderness battle, including hills, tors, Schwarzlache’s (somewhat) favoured servant, and holds the
trees, streams and anything else the players wish. In the magical Key that holds the Necromancer’s spells active and
centre of the board should be placed a tall building no more the crypts sealed from outsiders. He must always move away
to represent the tower. This tower should no more than 6” from any model within 10” (that he can see or otherwise
wide, must be 3 stories high, and with accessible interiors detect) that is inside the tower or climbing it. He will not
so the warriors can walk and/or climb inside it. stray too far from the tower however (he cannot move off the
table).
& '
Both players roll D6, the player with the higher result    
deploying first within 4" of a table edge of his choice. His If one warband Routs, but the Key has not been retrieved
opponent sets up on the opposite edge. from the ghoul servant, the game continues until the
After both opponents have set up, Guard Zombies crawl remaining warband itself Routs too or manages to retrieve
out of the Tower basement (see Special Rules). the Key.
If a warband manages to take the ghoul servant holding
   the Key Out of Action, they gain possession of the Key and all
Both players roll D6, the player with the higher result of the Necromancer’s wards cease: the Blast/Bolt spells won’t
taking the first turn. The remaining player goes next. activate anymore and no more Guard Zombies will emerge
(but any remaining will still remain hostile).
Only when one warband has recovered the ghoul’s Key,
 
and the other warband has routed, can the game end. Note
The wizard’s guards and wards will cause the following that it is possible for both warbands to fail their rout tests
effects on any warband that dares venture within the before the game ends. In this case, the game is a draw.
vicinity of his tower.

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
 

Night Vision: tunnels are poorly lit. Warriors can only


manner of scum running like moths to a candle flame.
see, hear or otherwise detect foes within their “detection
This scenario requires a defending warband, which must be range” (normally their Initiative in inches)
either a religious warband (such as Sigmarites or Ulricans), a as if those enemies were Hidden. The Elven Excellent
warband currently hiring a Priest, or any Lawful-aligned Sight rule for instance, does not apply. Dwarf, Skaven,
warband. The defenders will be assisted by the monks of the Goblin, Ghoul and Undead models can see in the dark, so
Abbey, followers of either Sigmar, Ulric or Taal (either the their detection range is instead twice their Initiative in
warband’s patron God, that of their Priest, or any Cult whose inches.
followers are not currently an Enemy of the defending warband). Torches and Lanterns add +4” to detection range of the
The catacombs are seldom entered and few remember the way model carrying it as well as any model within 3”.
around its passages, but the pious can ward off the defending However, any model within 6” of such a light source
spirits of interred Priests who stand eternal vigil over the cursed becomes illuminated, and can automatically be spotted
artefacts. regardless of distance.
Alternatively, an allied defending player with a warband Shot in the Dark: exceptionally in this scenario, shooting
consisting solely of religious followers (Sisters of Sigmar, Horned can be performed against targets outside of a model’s
Hunters, Witch Hunters, etc) may take part instead of two detection range, but take a -2 To Hit penalty. Models that
groups of monks, if they agree to do so. are illuminated can be shot at normally (as stated above)
The defenders will fight against 2 to 3 attacking warbands, but shooting at the model carrying the light source itself
which may or may not be allied amongst them. still takes a -1 penalty To Hit due to the strong glare of
If any alliance existed between a defending warband and any the light.
of the attackers, it will now be broken irreversibly.
Congestion: space is limited when moving around in
 tunnels. Friendly models can move through each other as
The underground battle uses 6”x6” tiles instead of open they make way for their fellows, unless they are in
terrain, and the layout is generated tile by tile, on a grid (see combat.
Underground Battles rules). The table grid size is dependent on Large Models: when moving through tunnels 2” wide or
the number of players. 3 players: 6 x 6 tiles (3’ x 3’); 4 players: 7 x less, such models cannot run and charge is reduced to half
6 tiles (3,5’ x 3’); 5 players 7 x 7 tiles (3,5’ x 3,5’). distance.
Each warband deploys on a different starting tile: this is the Grounded: Flying models may not fly underground.
area already explored by the warband from which they start off.
Secret Passages: these are narrow tunnels 1” wide.


 Running is not possible and charging is reduced to half
speed. Large creatures cannot enter a secret passage at
One starting Cellar tile (with a Stairwell marker) is placed at
all!
a random position at the edge of the grid. Add one more Cellar
tile per group of monks in the game (see below). These are where
Explosive charges. When powder kegs, hand-held
the defending warband and the monks (or a religious warband)
mortars, small cannons or other explosives are detonated
will be deploying in.
underground, roll a D6. On a 4+, the ceiling comes
The defending warband must deploy completely in one Cellar tile.
crashing down. Place a small blast template centered on
There will be 1 group of monks per Attacking warband,
the source: all models underneath must succeed on an I
consisting each of D3+4 Initiates and one Priest (either a hired
test to jump out of the way (to the edge of the area) or
sword Warrior Priest of Sigmar or a Priest of Taal or Ulric). The
suffer D3 S6 hits. If they haven’t been taken out of action,
groups of monks are under the control of the defender. Only one
they are now under the rubble: they must succeed on a T
of these groups may split their members between all Cellar tiles:
test at the beginning of their turn or lose one Wound, until
the remaining groups have to deploy each individually on a
(and if) they are rescued. See the Cave-in! rules.
different Cellar tile, which cannot be the one Defenders deployed
in.
Special Scenarios (cont’d)
Unexplored Tiles: whenever a model comes within 2” Subterranean Events: do not roll Random Events during this
of an open edge of a tile (archway, open door) adjacent to scenario. Whenever a tile (other than starting tiles) is entered by a
an unexplored region of the table, roll on the table below model for the first time, roll on the table below:
to find what is ahead: 2D6 Result .
2D6 Result . 2 Cave-in! The roof has collapsed! The model steps back
2 Holy Vault! A warded storage room for tainted unharmed, but a pile of rubble blocks the way immediately
items! See rules for Holy Vaults. in front of him. Place markers covering the whole length of
3 Treasure Vault! See rules for Treasure Vaults. the archway or door the model was trying to cross, and 3”
4-5 Junction. Place a T-junction tile. Roll a D6*: 1-2 deep into the next tile: this area is impassable. Non-animal
tunnels lead to the left and front; 3-4 tunnels models can try and clear the blockage in the Combat phase:
lead left and right, 5-6 tunnels lead to the front each 3”x3” area of boulders has T6 and W4, with an “armor”
and right. save of 3+. Models with picks or shovels have +1S and ignore
6-7 Corridor. Place a corridor tile. Use corner tiles this armor save. Once its wounds have been reduced to zero,
instead when entering corners of the table. the path is clear.
8-9 Corner. Place a corner tile. Roll a D6*: 1-3 3 Cobwebs. Place a marker in the room indicating it is criss-
corner turns left; 4-6 corner turns right. crossed with cobwebs. Any models moving through this room
10 Secret Passage! Place a 1” wide Secret Passage (midway through their movement) must succeed on an
tile. At the end place a Treasure Vault tile. Initiative test or be caught in them. They must then succeed
11 Crossroad. There is only one crossroad tile, and on a Strength test or be unable to move or attack in Close
connects up to 4 other tiles. Combat. They can test again at the beginning of their next
12 Familiar Turn! Select any remaining tile of turn.
your choice, including one of the Holy Vault 4-6 Guardian Spirits. The bodies of holy men and monks gone
objective rooms. before have been interred in this place. Place D3+1 Guardian
*Warriors with the skill Tunnel Rat or Infiltration may Spirits (see Bestiary) in the center of the room (you can also
choose the direction of the tile instead of rolling. add Tomb scenery for decoration if you wish). These follow
Tile placement may not go off the grid configuration, the rules for Catacomb Guardians (see below).
and must connect to the tile the investigating model is 7 Trap! Roll on the Trap table.
moving from. Note that models may never run into an 8 Sconce. There is a torch in this entrance, illuminating its
unexplored area (ie. one without a tile yet placed), only surroundings (place a marker). A model can grab the torch
when that region has already been revealed. and take it instead, if he wishes.
If tile placement causes a dead end, the tile must be 9 Holy Wards. The trespassers’ spirits are tested!! Place a
re-oriented whenever possible. If this still causes a dead marker in this door/archway. Any model crossing it must
end, a path may still be created by finding a Hidden make a Ld test, with a +2 bonus to Ld if it is a member of a
Passage in that tile (see rules for Hidden Passages religious warband (or a monk), or a -1 penalty if from a
below). Chaos-worshipping, Skaven or Greenskin warband, or -2 if
When there is only one tile left to be placed, if no the model is Undead, Daemon, Possessed or has a Mark of
Holy Vault rooms have been found yet, the last tile must Chaos. Failure causes D3 S3 magical hits.
be a Holy Vault. 10 Prayer Niche. The room contains a small space with a
lectern to pray. Warriors can collect a Rosary, D2 vials of
Hidden Passages: when it results that a player has Holy water and a Holy Relic. If a Priest, or a Leader of a
become completely stuck because there are no more religious warband spends an entire turn praying there, he
unexplored areas in his revealed tiles (due to dead ends gains a +1 bonus to Ld until the end of the battle.
or paths being blocked by cave-ins), another path is 11-12 Cryptic Clues. Inscriptions on the wall include clues to
required to link different areas of the tunnel network. where the Vaults are. A Hero or Priest that spends an entire
That warband can search for a Hidden Entrance. turn studying them can make a Ld test (at a -2 penalty to
At the end of the Movement phase, any Hero Ld) to try and decipher them (only one try per model!).
standing against a wall on a tile where the path ends
Priests and Heroes from religious warbands take no penalty.
can try to find a hidden door by succeeding on an I test
If successful, it leads them closer to the vaults! That
at a -2 penalty (dwarves only take a -1 penalty). When
warband (or group) can choose to re-roll any results on the
one Hero succeeds, a hidden arch opens! If there is a tile
already revealed on the other side, the door connects Unexplored Tiles table.
both but is not visible from that side (only the warband Monks: the monks are controlled by the defending player.
that searched knows where it is!). If the other side is an Profile M WS BS S T W I A Ld
unexplored space, roll on the table above for a new tile to Templar Initiate 4 3 3 3 3 1 3 1 7
be placed there. Initiates are carrying a mace and a torch, and wear light armor.
All monks (Initiates and Priests), or Heroes of a religious 2nd
Catacomb Guardians: Guardian Spirits deployed on defending warband, can appeal to the spirits residing in the
the table during a player’s turn will wait until that catacombs, and dismiss them to grant safe passage. During the
player has finished his Movement phase, then shooting phase, instead of shooting or casting a spell, each can make a
immediately charge any models within range. They take Leadership test (with a -1 penalty to Ld) to instantly dismiss one
their turn during the “Monster turn”, after all players. Guardian Spirit within 6”: it will instead pursue other trespassers.
Special Scenarios (cont’d)
Treasure Vault: place a dead-end room tile, and roll a The Forbidden Library: Once a Hero is at least 2” inside a
D6. library, he can start searching the shelves. Only models capable of
1-2 Heretical trinkets. Some icons and totems offend earning Experience may do so. Each such model may do nothing
the orthodox religious establishment, but carry else that turn, and must succeed on a Leadership test to find the
little to no magical power. Some can still fetch a Book, with a -2 penalty to their Ld unless he has one or more
price to collectors: gain D3 Treasures. Defending Academic skills. He may try this each turn, rolling at the end of his
warbands gain nothing. turn. If a model fails the Ld test by 2 or less, though, he may still
3 Tainted Items! Warp-tainted iconography has find something useful: roll a D6, 1-4 Tarot Cards, 5-6 D3 Dispel
been stashed here to contain its corrupt influence. Scrolls (these may be found only once per Library room)
Roll a D6: 1-3 collect D2+1 wyrdstone shards, 4-5 Once the Cursed Book is found, place a marker representing it
find a Wyrdstone Pendulum, 6 Roll on the Arcane adjacent to the bookshelf nearest to that warrior. Any model
Items table. Defending warbands gain nothing. reaching for it must succeed on a Fear test to muster the courage
4-5 Blessed Armory. Here rest weapons blessed by to hold the cursed Tome, or be incapable of grabbing it that round.
the priesthood to fight supernatural evil. Undead, In addition, any Daemon, Undead, Possessed or warrior with a
Daemon and Possessed models take a -1 penalty to Mark of Chaos successfully grabbing the Tome takes D3 S4 hits
S, I and Ld while inside this chamber. Models can (that counts as magical spell damage) from the holy wards placed
collect up to D3+1 Sigmarite Warhammers, D3 on it. Once held by a model (who has survived), it can be carried
Lucky Charms, D6+1 vials of Blessed Water, and harmlessly. If that model is taken Out of Action, place the marker
D2 Holy Relics. Roll a D6: on a 4+ the room also on the floor where he was standing. Any other model trying to pick
contains a Holy Tome. it up must likewise succeed on the same tests, as described above.
6 Secure Vault! The entrance to this Vault is locked Roll a D6 to find which book it is: 1 Tome of Magic, 2 Book of
securely behind a strong door. Treat it as the the Dead, 3 Tome of Daemonology, 4 Grimoire of Dark Magic, 5
“Curses, Locked!” rule. Once through the door, roll Book of Nagash (Greater Artefact), 6 Liber Chaotica (Greater
on the Holy Vault table to see what’s inside. Artefact).

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. 

Undead, Daemon, Possessed models and models with a


Defending warbands that win gain the full backing of the
Mark of Chaos take a -1 penalty to S, I and Ld while inside
corresponding Cult Organization of the monks in this scenario.
this room due to the holy wards inscribed across the walls.
They are considered having a contract with it without meeting any
Any model reaching for the artefact must succeed on a
starting requirements. Enmity between the winning warband’s
Fear test or be unable to try and pry it from its bindings. If
faction and this Organization’s Faction cannot be provoked
the model succeeds, he then must try to undo or break the
anymore. Finally, if a Greater Artefact was found but they
chains that hold the artefact. Treat it as a locked door (as
prevented its theft, one warband will be loaned either the Sword of
per the “Cursed, Locked!” rule), but each round the models
Righteous Steel (Sigmar), the Wolf Helm of the Teutogens (Ulric) or
involved take a magical S3 hit (S5 if the model is a
the Pelt of Horros (Taal & Rhya) (depending on the Cult they are
Daemon, Undead, Possessed or has a Mark of Chaos).
now under contract with).

 
  

+1 Survives. If a Hero or a Henchmen group survives the battle


•Defenders of the Faith. If the defenders win and they gain +1 Experience.
follow The Zealots objective, they gain +D3 CPs. +1 per enemy Out of Action. A hero earns +1 Experience for
•Fell Resources. If an attacking warband wins each enemy he puts Out of Action.
and is following The Cultists objective, it gains +1 Winning Leader. The leader of the attacking warband gains
+1 Experience if victorious.
CPs according to its campaign objectives, plus an
+1 Ill Gotten Gains. If an attacking model runs off the table with
additional +D2 CP.
any Arcane Item, Tome or Artefact, he gains +1 Experience.

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