The Mordheim Scavenger


Scenarios


•  Caravan

Index


Main

p.I: Optional Rules

p.II: New Warbands

p.III: Dramatis Personae

p.IV: Hired Swords

p.V: Scenarios

p.VI: Campaigns

p.VII: Warband Guides

p.VIII: Gallery

p.IX: Submit Your Work

p.X: Awards



"What need have I for eyes that have seen such things, nor hands to touch, nor tounge to give voice to theat brief uncertain terror of the dark. A curse uopn hand and heart, I say, for neither serves man well but serves him ill. I see all men's hears and hear the beating out of their lives knock-by-knock. How they grasp upon the shattered ruin of existence, so desperate are they to prolong their daily torment. Counting dross as if it were gold until their tally is done.

I am here walking gently amongst you. I watch quietly the hour come round and silently I summon you. You look upon me and recognise me then for all men know me that live ever in the mervice. You grip slackens and your sword fall from lifeless fingers and drops to the ground. You cry out soundlessly and try to speak but cannot, for now you know the time for words is passed. now you can but follow me into the darkness that waits for you as it always has..."

"Death is as light as a feather, duty as heavy as a mountain. Alas, tis' a hard choice to make, but even worse is when thine choice is made for thee."

Scenarios


Caravan
By: Unknown



The lure of wyrdstone draws all kinds to Mordheim. A wealthy merchant and his hired guards are travelling through the city, bearing a cargo of wyrdstone. They're a tempting target for robbery.

Terrain
Set up all the buildings in a single street with no outlets, similar to the "Street Fight" scenario in the Mordheim rulebook. Place the merchant model at one end of the street, facing towards the other end.

Warbands
Both players roll a D6, whoever rolls highest chooses whether to guard the merchant or try to rob him. The guarding player sets up first within 6" of the caravan. The robbers may set up anywhere on the street as long as all of his models are at least 14" from the caravan and its guards.

The Merchant
M WS BS S T W I A Ld
Special 2 2 3 3 1 3 1 10


At the beginning of each player's movement phase, move the Merchant D3" inches along the road. His mind is occupied with the hefty profit he'll take for his cargo and he wants to reach a suitable buyer as soon as possible. He takes the easiest path, scorning cover and ignoring attackers (Note that the merchant moves forward even if he was engaged in close combat the previous turn). He never charges other models and passes all psychology tests automatically. The only way to stop his movement is to knock him down, stun him or take him out of action.The Merchant wears no armor and is armed with a single dagger.

The Cargo
The merchant carries a small chest that contains D3+1 shards of wyrdstone. If he is taken out of action place the appropriate number of wyrdstone counters in the space he used to occupy. A warrior may pick up the wyrdstone by moving into contact with it.

Starting the Game
The robbing warband takes the first move.

Ending the Game
If one warband fails a rout test the game ends and the routing warband wins. If the Merchant and his cargo make it to within 2" of the opposite table edge, the guards win. If the Merchant is taken out of action but the guards carry his cargo to within 2" of the opposite table edge, the game ends in a tie. Neither side receives experience points for victory. If the robbers steal the cargo and carry it to within 2" of any table edge, they win the battle.

Wyrdstone
If your warband ends the game in possession of the Cargo it may keep all of the wyrdstone. If the merchant successfully keeps the cargo, the guarding warband receives 1 shard plus D6x5 gold crowns for their trouble.

Experience

+1 Survives. If a hero or henchman group survives the battle they receive 1 experience point.

+1 Winning Leader. The leader of the winning warband receives 1 experience point.

+1 Cargo. If a hero or henchman is carrying the cargo at the end of the battle, he receives 1 experience point.

+1Per Enemy Out of Action. Any hero gains 1 experience point for every enemy he puts out of action.






"Listen now to my tune: ah, how my flute sings! Heed my call mortals, and do not think of the thing that waits you in the shadows where my siren's call lures you. Come men, come rats, come the creatures of the dark. Hear not the cries of those who have gone before you, see not the brink of the abyss where your dancing steps take you.

Dance to the tune of my flute, even if your feet are raw and bleeding. Smile with me, eving if it is the smile of skulls and your skin peels away. Laugh with me, though your throats may choke with bile. For you are all my puppets and I shall lead you in a merry dance.

The merry dance of death.


And though thou walk with the shadow of fear before thine eyes, and the bitter taste of death upon thy tounge, yet each day thou shalt hear the call of thy doom and wage war upon thy destruction.

And though thou sleep beneath the blinded pall of night, and the tase of darkness is ever sweetened by victory, yet the grasp of death is daily defeated, and the glow of immortality grows ever brighter.

And though thou layest now in the cold grip of earth, and worms spawn silently upon thy palate, yet thy prison of moulded flesh gives succour still to the maggots that feed in unseeing, unthinking and uncertain hope.
GOODIES IN THE CHEST


The location of a rich merchants house has been discovered by the warbands - and everyone is racing to get the treasure...


Objective:
The warbands are trying to get into the merchants house, and steal the treasure chest. They must then carry the chest off of the board.

This scenario may be played by 2 or more warbands - the more the merrier really.


Terrain:
Set up your terrain on a 4' by 4' board, with the largest and tallest of your buildings in the direct center. Place one of the two plastic chests that came with your boxed set (or any other suitable item) on the very top floor of that building.


Deployment:
Warbands deploy in the corners of the board, within 5" of a table edge - they may not deploy inside buildings. Roll off to see who gets to chose their corner first.


Speical Rules:
The warbands are trying to get the chest - and in order to win they must pick up the chest, and carry it off the board. Only heroes may carry the chest, and while they are carrying it they are at -1 to their movement - this also affects the distance they may climb. In addition to this, the hero must use two hands to carry the chest, and therefore may not attack. If the hero carrying the chest is knocked down, the continue to clutch to the chest - if they are stunned, they will fall sensless and drop the chest.


Ending the Game:
The game ends when a hero manages to take the chest off the board. No rout tests are taken for this battle - the warriors are diven on by their greed.


So, err - whats in da chest?
The winning warband must roll a D66 on the chart below after the game...

11: Empty! Damn, the chest contained nothing but spider webs and air.
12-13: Contains D3 Vials of Holy Water and D6 roses of garlic
14-16: Contains D3 Lucky Charms
21: Contains an Elven Cloak
22-26: Contains D6 Swords
31-35: Contains D3 Suits of Light Armour
36: Contains 2 Mordheim Maps (roll as normal for the accuracy)
41-42: Contains a Cathayan Silk Cloak
43: Contains D3 satchels of Superior Black Powder
44: A Holy (Unholy) Relic
45-46: D3 Shields or Bucklers (finder may choose)
51-53: 10D6gc
54: Ithilmar Amour
55: A Blunderbuss
56: Duelling Pistol
61: Crossbow Pistol
62: Gromril Armour
63-65: D6 Hammers
66: Magical Artefact! Roll once on the magical artifacts table.


Experience

+1 Per enemy out of action
+1 Winning Leader
+1 Survives (Hero or henchmen group)
+3 Hero who gets the chest off the playing field.