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At the top of the shattered temple, did the

acolytes work, bending and forging the iron


until a device of pure evil was wrought -
the Soul Engine.

Part two of a Mordheim campaign, by Nick Kyme and Andy Hall


Welcome fair traveller, to part two of our Mordheim campaign. Venture forth with the White Dwarfers and
friends as they descend into the City of the Damned to do battle with each other. Here is their tale

The Dark Truth Revealed...


I n part one we gave you the
background to our campaign
based on the South-West quarter
of Mordheim, the Deaths Head
District, and the Temple of Morr. In
Further and further did the Priests delve into the
heart of the city, their allies with them, and gradually
did they uncover the true, insidious nature of
Solomans grand design and the depths of his
madness.
part two we reveal the next part of
the story, present the three special In the dark nights did Soloman send out his acolytes;
scenarios used in the campaign and creatures changed by exposure to wyrdstone, much
the players warbands. like their master. Corpses they brought to him, all in
varying stages of decomposition. Upon each did
Soloman performed the rites of binding, but not to
Steel yourselves, as we return to
Morrs arms and benefaction did he intern them. Oh
Mordheim no, for as well as breaking into crypts and digging up
graves to provide corpses, the acolytes scavenged the
The Story So Far ruins for hell-forged iron. This substance, much like
Soloman Vantor, High Priest of the all of the cursed earth around Mordheim, was tainted
Temple of Morr in Mordheim, was by evil. At the top of the shattered temple, did the
changed by the cataclysmic events acolytes work, bending and forging the iron until a
surrounding the landfall of the comet device of pure evil was wrought the Soul Engine.
the Hammer of Sigmar. Believing he, Of Solomans own design, inspired by dark tomes he
and only he, could minister to the dead discovered in the darkest reaches of the city, the Soul
and bind their souls so they might be Engine, due to its hell-tainted origins, could trap and
delivered unto Morrs embrace, enslave souls - an energy so powerful that it could
Soloman stayed behind after the comet raise a mere mortal to the lofty heights of godhood.
struck. He sent away his six closest This was at the heart of Solomans malfeasant
followers to spare them and set about ambition, his desire to become as Morr himself, a
deity, a soul reaper.
the task of guiding the vast numbers of
the dead to their final rest. But the The light emanating from the temple, an eldritch
wyrdstone shards expelled by the comet luminescence bathing the city, came from the
changed him in ways he could not have burgeoning Soul Engine. But in order to reach his
predicted. Now, instead of laying the goal and attain godhood, Soloman needed six
souls of the fallen to rest, he is particular souls, those that served a higher power,
much like him. The six Priests whom he had
gathering them banished from the city would be his candidates.
Indeed, it was not Morr that bade them return to the
From across the Empire, the six Priests City of the Damned, it was Soloman. If he could
each received dream-visions that they bring them to the city and destroy them, his dread
believed to be from Morr himself, design would be complete. Yet, the Priests are
bidding them to return to the city. So it unaware of it. Even battling amongst themselves as
was they ventured forth with warriors they believe each of their former colleagues to be
on toe to confront Soloman, but to what motivated by nefarious purposes. As they close upon
purpose only he knew. Soloman, they are unaware of his dark plan, and that
they are inevitably walking straight into a trap
www.games-workshop.co.uk/dwarfs 63
62 MORDHEIM
Skull Flayers Billgee and Greg: Lowly
Dregs are weak in combat
Mordant Men Gunther Valstaff Raminov
von Berek
Owen: Five games, Nick: Five wins out of
but valuable for
three wins and five result! This is
Exploration after the game.
Malacias lives! flattering though,
considering how close a
With Sprint,
lot of my games were
Malacias can now
keep pace with the The Undead were my
Dire Wolves. With first opponents. A
Owen Rees two S5, WS 5 Nick Kyme tough game ensued
attacks theres not against Owens dead
much opposition, his only match so men I was taking Rout tests. But I clung
far, the bovine beauty that is Byraxs on long enough and forced the Vampire
Minotaur. to quit the field, but I lost two of my Heinrich Rauter Dietrich Hller Faber Damansk
Malachias von Carstein: Owens Captain is awesome in Cramner: The Necromancer has the Spell of hapless Flagellants and was forced to pay
A lowly Dreg, Blidun, nearly became
Those who venture to Mordheim

close combat, with 2 Attacks and a Strength of 5 using Awakening allowing him to make dead enemy Heroes a kings ransom for the return of one of
a legend. Playing the Possessed, his halberd. into zombies! my captured Heroes.
Blidun was charged by one of the
gangs namesakes. He avoided the Cranium Crackers: Against Klivers Men (Andys Reiklanders),
beasts claws and promptly took him Zombies are fairly poor I fought tactically and thanks to a flukey
out. Then Blidun charged the warriors but a cheap combat round, gave his Heroes a
Magister and nailed him too! Was he and effective meat shield thrashing and won that game too.
destined for great things? Nick, that raise a warbands Both games with Riks Dwarfs and
however, crushed my euphoria by Rout threshold. Christians Beastmen ended with
killing him in the next game.
voluntary routs most unsatisfying.
Taking on the Possessed was a hard fight,
though. But the Witch Hunters prevailed Witch Sniffers: At WS4 and S4, Warhounds are tough in packs.
and I go into the final game at full A great weapon adds +2 to a
strength. No pressure, then. warriors Strength.

Treasure Hunters of
Karaz Skarrenruf Carnaks Bonebreakers The Penitent: Flagellants are hardy fighters with S4 and T4.

Rik: My inexperience Christian: My first game (I had never played before) was
took its toll early on in against James more experienced Possessed warband. I can
the campaign as I lost say now that it was quite a learning curve. I came out a bit
The Black Hounds: Dire Wolves are very fast with a charge of 18".
the opening two games, worse for wear, losing one of my Gors, but thankfully
On the charge they get +1 Attack too, making them deadly. By allowing them to parry, a sword is
the first of which was keeping my 200 gold crown Minotaur who was flattened by
useful to protect your Wizards.
against the Possessed. one of the Possessed. Post game, I replaced the Gor with a
Despite having the high Bestigor, before tackling Owens Undead.
Thandul & Gaine: Fearless in combat, Riks Slayers will charge any foe. Christian Byrne
ground and enough Rik Turner I would describe this game as cow-tastic, after whopping the
crossbows to do the job, I hounds, the frenzied beast knocked the Vampire flat. I won
was making post-game Injury rolls for my go cow! After that I had
entire warband, including the Priest. to tackle Nicks superior
Fortunately, my luck improved. In game Witch Hunters I got
three against Andys Reiklanders, I loads of extra experience
despatched his captain with the first shot. for this. My newly Minotaur: If frenzied, the
After a heated bow exchange, Andy routed aquired hounds were Minotaur has a monstrous
and I claimed my first victory. taken out of action and I seven Attacks.
fled before he hurt the
With just Christians Beastmen left, I'm rest of my livestock.
wondering if spending 80 gold crowns on
Thorgrek: Riks Thane has a high Leadership of 9, Rasmussen: The Engineer in the warband an Ogre Bodyguard is such a good idea
making the warband difficult to Rout. increases the ranges of all Dwarf weapons by +6". against his Minotaur Goat Boys: Gors are tough fighters with WS4 and T4.

A hammer is a good
weapon against tough
opponents that are
hard to injure. It stuns
an enemy on a 2-4, instead
of a 3-4.
Axlings: The axe and hammer combination of Riks Beardlings add +1 Attack. Spearlings: With spears the Carnak and Voranth: The Beastman Chieftain and Bestigor are the Heroes in this warband.
Beardlings will strike first, even if charged. Antonio: With BS4 the Tilean Marksman is a deadly shot.

64 MORDHEIM www.games-workshop.co.uk/mordheim 65
Scenario: the gaol Scenario: executioners square
The battle in the Gaol grounds is a the warrior will be treated as stunned for ending the game One of the oldest places in Mordheim, wants to set up on, and places all of his may be blown off and if this is the case
Skirmish. Both Warbands have happened D3 turns. Whilst a warrior is stunned the When one of the warbands fails its Rout Executioners Square was named for obvious warriors within 8" of it. His opponent then treat the model as falling. If a model is
upon the area at the same time and are Inmates will carry the warrior towards the test, the game ends. The routing Warband reasons, the daily executions were a crowd puller sets up within 8" of the opposite edge. blown into a piece of terrain (such as a
making the area busy and surrounding businesses
fighting it out for control, so they can Warden (unless impeded by being charged, loses and their opponents win. mound of rubble or the wall of a building)
successful. Now the gallows and chopping block
loot it. Little do they realise the presence etc) at a rate of 4" (they cannot charge or stand deserted amongst the rubble. Since starting the game or blown into another warrior, friend or
of the dreaded Warden run whilst carrying the warrior). Note that experience Mordheims downfall the many victims of Both players roll a D6. The player with foe, then the warrior (or both warriors if it
two Inmates can carry the warrior without +1 Survives. If a Hero or Henchman Executioners square the guilty and innocent highest score takes the first turn. If the hits another model) is knocked down but
terrain reduction in their movement, however, if group survives the battle. alike - have returned as restless spirits eager to result is a tie the player with the smaller may get up at the start of his next turn
Choose any one neutral table edge of a reduced to one Inmate then the remaining scream their anger at all who pass or linger. warband, in terms of actual models, may should he survive.
4'x4' area and place a large ruined building Inmate can only move 2" a turn. If they +1 Winning Leader. The Leader of the choose to go first or second.
on the chosen table edge just on the table. reach the Warden in time, the stunned winning warband gains +1 Experience. Both warbands have come to ending the game
This represents a part of the Gaol. The rest warrior is consumed. The warrior is taken Executioners Square with one purpose special rules When one of the warbands fails its Rout
of the gaming area represents the Gaol out of action and is considered dead for +1 Per Enemy Out of Action. A Hero to fight. Such places are often the arena Anger of the Damned: The restless spirits test, the game ends. The routing warband
grounds and terrain should be set up in a the purposes of the campaign. gains +1 Experience for each enemy he for so-called pitched battles, open, of Executioners Square vent their eternal loses and their opponents win.
mutually agreeable manner. puts out of action (this includes the bloody and vicious. Little do they realise anger at any who roam in or close to the
The Warden has the same statistics and Inmates). of the latent spirits, yearning to vent square. They manifest as concentrated and experience
set-up abilities as a Possessed with two random their anger against them. violent gusts of wind; the howling is their +1 Survives. If a Hero or Henchman
Each player rolls a D6. The player with the mutations (players should decide the +2 Slaying the Warden. Should a Hero screams of rage. At the beginning of each group survives the battle.
highest score decides which warband sets randomisation method for themselves). or Henchman group put the Warden out of terrain players turn roll a D6. On a roll of 1 the
up first. In the case of a tie, the warband You can also use a Possessed model or any action they gain +2 Experience. This scenario is played on a 4'x4' playing spirits stay silent and nothing happens this +1 Wining Leader. The Leader of the
with the lowest rating decides. The first Chaos Spawn miniature to represent the area as normal. No buildings can be placed turn. If the result is a 2 or more a spirit winning Warband gains +1 Experience.
player chooses the table edge he wants to Warden on the tabletop (we used a Chaos in a central 2'x2' area although they can be attacks. If the number is even (2,4,6) then
set up on, and places all of his warriors Troll Ed) The Warden will move towards placed along this boundary as this the player whose turn it is must choose +1 Per Enemy Out of Action. A Hero
within 8" of it. His opponent then sets up and charge, if in range the nearest represents the square. Rubble pieces and one of his warriors to be attacked. If the gains +1 Experience for each enemy he
within 8" of the opposite edge. Players warrior. If it wins a combat it will move other such flotsam can be placed in number is odd (3,5) then his opponent puts out of action.
cannot choose the table edge that has the towards the next nearest warrior. around the square as normal. In the centre must choose one of the controlling
Gaol building on or the edge opposite the of the square, place a piece of terrain to players warriors to be attacked. Note it is +1 Trophy from the Square. If a Hero
Gaol. NOTE: Both the Warden and the Inmates represent the gallows and/or chopping always the player whose turn it is that is manages to stay on the gallows (or the
all start the game within the Gaol and block. Place terrain in the remaining attacked by spirits, the only difference is piece of terrain representing the gallows)
starting the game move out of this building towards the gaming area as normal. The scenario whether or not he or his opponent at the centre of the square for one
Both players roll a D6. The player with the warriors that are closest to it at first and works best if this is particularly dense. chooses the affected model. complete turn then he gains +1
highest score takes the first turn. The then the warrior that is closest to them, as Experience.
Warden and the Inmates (see below) take a described in the rules above. set-up An attacked warrior is automatically hit by
turn after both players have had their turn Each player rolls a D6. The player with the a Strength 2 attack (no armour modifiers)
and are effectively a third player ie, after If a Hero enters the Gaol and remains highest score decides which warband sets and is blown directly backwards D6". If an
the last player has finished his turn, the there until the end of the game he will up first. In the case of a tie, the warband attacked warrior is in an elevated position
Warden and the Inmates get their first gain +1 dice for Exploration (even if an with the lowest rating may choose. The such as a gantry or an upper floor of a
turn. Play then continues as normal. enemy warrior is present). first player chooses the table edge he building then there is a good chance he

special rules
The Warden and his Lackeys: Hidden
within the dark recesses of the Gaol is a Mordheims Gaol was not only used
thing known by local scavengers and to imprison the citys criminals but
warbands as The Warden. No one knows those of the surrounding areas. Even
what it once was; some say it was a large with the daily executions that took
guard dog, others that it is a bonded and place in Executioners Square the
mutated group of prison guards. Whatever crumbling building was literally full
its true origins, the Warden now wanders of societys detritus from the
the ruins of the Gaol feeding off any
humble debtor to callous murderers.
When the comet crashed into the
foolish enough to enter its realm. The city, a great crack fractured the
Warden is served by a group of Inmates Gaol in half allowing the few
surviving convicts of the cataclysm since surviving prisoners to escape.
driven mad. They will attack and capture However, even two years later
any in their wake so their master may feed. rumours persist that someone or
something still inhabits the dark
The Inmates have the same stats as a Dreg, recesses of its inner sanctum.
you can also use Dreg models to represent
Inmates on the tabletop. There are three
Inmates in the scenario; they will work
together as a mob and must stay within 2"
of each other at all times. They will move
towards and charge, if in range the
nearest warrior. If the Inmates manage to
injure a warrior then ignore the out of
action result on the Injury table, instead

66 MORDHEIM
Scenario: the cemetery of st.voller
A grim and foreboding place, the Cemetery of set-up models are be placed by the player with
St Voller had a dire reputation even before the This battle is essentially based on the the lowest warband rating within 1" of any
comet struck and changed Mordheim forever. Surprise Attack scenario in the Mordheim grave. The zombies dont move and attack
Now, the cemetery is a haunted place, where the rulebook. As such the set-up is identical to until the end of the second players turn.
dead do not rest easy. Indeed, many of the that of this scenario, found on page 133 of They will always move towards the nearest
graves are open and the numerous tombs and the Mordheim rulebook. model, choosing a living one, if they are
mausoleums of the citys more opulent patrons, equidistant, and charging if possible. Note,
cracked like rotting wounds. Though whether starting the game they will even attack other Undead models
this is from the attentions of ambitious grave The attacker always gets the first turn. but not if they are also the Unquiet Dead.
robbers or the stirrings of the unquiet dead, However, if the warband has either Wyat
who knows Lagus or Borin Fatalismus as their Priest, The Statue of St. Voller: Though
they will automatically get the first turn Mordheim is lost and a wholly depraved
One warband is out searching the instead. Note if both warbands have this place, the spirit of St. Voller still exerts
cemeterys grounds for loot, in part at Priest, then the attacker goes first. some guardianship over the cemetery. Any
their Priests behest and to pilfer what of the Unquiet Dead that rise from the
remains on the corpses of the rich and special rules graves may not move within 3" of the
influential. The cemetery, though, is vast See page 133 of the Mordheim rulebook statue as its holy aura repels them.
and the warband spread thin. In the for details of when the defenders
shadows of a vast statue, depicting the reinforcements arrive. ending the game
cemeterys patron they are set upon by The game ends when one warband fails a
another warband, lying in wait Open graves: Open graves are treated like Rout test. The routing warband loses.
being on the edge of a ledge for warriors
terrain within 1" of them. If a model falls into an experience
Starting with the attacker, each player open grave they suffer a Strength 2 hit and +1 Survives. If a Hero or Henchman
takes it in turn to place a piece of terrain. must climb 2" to get out next turn. group survives the battle they gain +1
As the warbands are battling in a cemetery, Experience.
there should be a large number of graves, The Unquiet Dead: After each player has
mausoleums, tombs etc. Some of these can taken a turn and always rolling at the start +1 Winning Leader. The leader of the
be erected on mounds and some should players turn who went first, roll a D6. On winning warband gains +1 Experience.
be open. In the centre of the battlefield a roll of 1 or 2, D3+1 zombies (these are
should be a large statue the image the same as the Undead warband +1 Per Enemy Out of Action. A Hero
representing St. Voller. We suggest that the Henchmen on page 89 of the Mordheim gains +1 Experience for each enemy (and
terrain is set up in an area roughly 4'x4'. rulebook) emerge from the graves. These Unquiet Dead) he puts out of action.

The final battle


NEXT MONTH: of the campaign!

68 MORDHEIM

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