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Warhamsters Winter Mordheim Campaign


Wiccus

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Still gotta figure out what I'm going to do with basing, and I'll probably do some mud and blood but there we are.  I really like these old models.  I didn't realize just how detailed they are until I started putting paint on them, but then I found that the dude on the right has sculpted toenails and it sorta broke my brain.

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Joey, have you given any consideration to making the scenarios multi-player?  I ask because this would stretch our terrain further and allow more players to play simultaneously. 

 

It slows things down a bit but multi-player is my favorite way to play Mordheim.

 

The Chaos in the Streets article provides "official" rules and some scenaros for multi-player play.

 

https://onedrive.live.com/?cid=02B7C1D22EA7D959&id=2B7C1D22EA7D959%21695&parId=2B7C1D22EA7D959%21153&o=OneUp

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First scenario is Merchant Escort.

 

Being new to the city your warbands have decided that having a merchant contact could be a very good idea. So you've found (or kidnapped and intimidated) a merchant willing to pay for an escort to the outskirts of the city. Of course there are only so many merchants so bloodshed is inevitable.

 

The defender deploys first in a 10" by 10" box in the center of his own board edge.

 

The attacker deploys anywhere on the table that is at least 14" from the defending warband.

 

In the case of people wanting to play with more than 2 people then simply break the table into equal sized zones. Make sure to deploy at least 8" away from other attackers.

 

Defender is determined by whoever has the fewest models. In the case of a tie then roll off to determine the defender. The defender has the first turn.

 

The merchant can be attacked and has the stats of a Youngblood and is equipped with a sword. He can never charge or voluntarily engage an enemy but will defend himself if attacked. Otherwise count him as a token that is placed in base to base with one of your models. The merchant is a human so the speed of the escorting model will be reduced to 4 if it's higher. Control of the merchant is lost if an attacker kills the escorting model in melee. Control can be regained by the defender in the same way.

 

Bodyguard. Members of the warband that control the merchant can intercept charges as if he was a friendly model.

 

The scenario is won when a warband has successfully moved the merchant off of the table edge opposite to the defenders starting edge, or when all other warbands have routed.

 

If the merchant dies then the last warband standing is the victor.

 

Should the merchant survive the battle he will reward the winning warband with 5d6 gc, 1d3 wyrdstone and a permanent plus 1 to all search rolls when looking for rare items.

 

Experience

 

+1 for surviving

+1 for heroes that take a model out of action

+1 for winning warband leader or +3 if you won and the merchant survived.

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Would you mind printing out several of the mordheim playsheets. They're a 6 page document that have a lot of helpful rules tips and pretty much all of the post game sequence. These would be very helpful for most tables to have, especially the new players. If you can't then I would appreciate if someone else could

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