Skip to main content

Mordheim Scenario: Wyrdstone Hunt

Games of Mordheim have a tendency to become a huge brawl in the centre of the table. Many of the newer interventions in tabletop wargames, like objectives and victory points, are not present in Mordheim. Quite often the only victory condition in Mordheim is "when the other warband routs". 

There are many improvements to be made to Mordheim by bringing newer ideas like objectives and victory points into the game. Not only to improve gameplay, but also from a narrative perspective. Having objectives beyond "beat the shit out of the other warband" creates more narrative play, as motivations become more complex 

With this in mind, below is the first of many updated scenarios for Mordheim. I have taken an already existing scenario, the Wyrdstone Hunt, and updated it with new ideas and gameplay mechanics.

I have been putting together some Trench Crusade games, and I have drawn heavily from the rules there. 

Scenario III: Wyrdstone Hunt

Scattered in the ruins of Mordheim are innumerable tiny shards of priceless wyrdstone. It often happens that while warbands are split apart searching through the ruins, they come across a rival warband searching for the same prize. The scattered warriors will need to quickly rally to sieze the prize.

In this scenario, warbands encounter each other while scavenging in the same ruined quarter, rich with wyrdstone. Their warbands are scattered amongst the ruins and will take time to rally. Taking control of this quarter will mean a rich bounty of wyrdstone.

Forces

Both players select up to six models from their warband. No Large modelss can be included. At the start of their second and subsequent turns, players receive D3 randomly selected models from their warband as reinforcements. These reinforcements are placed anywhere along the player’s own table edge but at least 8” away from any enemy models.

Terrain

This game is played on a standard-sized battlefield (we suggest 4’ x 4’). 

Each player takes it in turn to place a piece of terrain (ruined buildings, towers, barricades etc.)  beginning with the player with the lowest warband rating.

Place 5 Wyrdstone markers on the table as indicated on the map above.

Deployment

The players roll-off. The winner of the roll-off chooses which deployment zone will be theirs, and they set up first. The other deployment zone will be the opponent’s.

To determine who has the first turn, both players roll a D6 and add the Initiative of their Leader to the roll. The player with the highest score has the first turn.

Battle Length

The battle lasts for six turns

Victory Conditions

Keep a running tally of Victory Points for both sides. The players accumulate VPs as follows:

  • All Wyrdstone Counters except the one in the centre are worth 1 VP. The centre Counter is a particularly large cache and is worth 2VP. 
  • A model may not run in the turn in which it picks up a Wyrdstone Counter. A model must be in base contact with the Wyrdstone to pick it up. The model may do nothing else on the turn it picks up the Wyrdstone. Animals cannot pick up Wyrdstone Counters.
  • If a model carrying Wyrdstone is put Out of Action, it drops the Wyrdstone it is holding where it was standing.

Calculate VPs for both players at the end of turn six. The player with the higher number of VPs wins, otherwise the game is a draw.

Deeds of Renown

Players score a Victory Point for these Deeds only once - whichever player completes them first gets the Victory Point!

Sniper: Put an enemy Hero Out of Action with a shooting attack.

Cast them Down: Make an enemy fall from a height of 3”+ thanks to your action.

Street Brawler: One of your models takes at least three enemies Out of Action during the battle

Hold Your Ground: Pass a Rout Test

Wyrdstone Hunter: One of your models claims at least 2 Wyrdstone Markers during the game.

That’s My Wyrdstone!: Take an enemy Out of Action that is carrying a Wyrdstone Marker.

Experience

+1 Survives: If a Hero or a Henchman group survives, they gain +1 Experience

+1 Winning Leader: The leader of the warband who scores the highest number of VPs at the end of the game gets +1 Experience.

+1 per Wyrdstone Counter: If a Hero or Henchman is carrying a Wyrdstone Counter at the end of the battle he receives +1 Experience.

+1 Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy they put Out of Action

Rewards

The winning warband receives 1 shard of Wyrdstone for every Victory Point it has above the  opponent’s Points, up to a maximum of 4 shards. I.e. The winning side has 6 VPs, while the losers have 3. The winning warband gets 3 shards of Wyrdstone.

I am hoping breaking the warbands up into a smaller advance force, while having waves of reinforcement arriving every turn will create interesting gameplay. Let me know how you go with this version of the sceneario.


Comments

Popular posts from this blog

Return to Mordheim, Part 1

It's been a very long time since I played tabletop wargames. This year, I finally made it back. My oldest memory of Warhammer was my primary school friends splitting a box of Warhammer Fantasy Battles 6th Edition. I wasn't interested in Bretonnians or Lizardmen. I wanted goblins. Lots of goblins.  Night Goblins specifically. It was something about their creepy little cloaks, the caves they lived in, and all those mushrooms. I thought the Fanatic was awesome, with their ball and chain that was bigger than them. I just fielded unit after unit of Night Goblin spearmen and archers with Fanatics. I would lose every game. But I didn't care. I played Night Goblins because I loved the freaky little guys, not because I expected to win games.  A friend and I used to play Necromunda with his older brother's boxed set. I knew there was something different about Necromunda. It felt just a bit more mature. Grittier. Almost like we were too young to be playing it, like it deserved an

Return to Mordheim, Part 2: Modernising the Rules

Mordheim is a wonderful game. It is perhaps more popular today than it was a quarter of a century ago when it was initally released and supported. The world and the rules create a grim and gritty play experience, where actions have real consequences and support a narrative style of play. For myself, and probably many in the community, it also has a powerful nostalgic pull. It not only takes me back to a time where I was young and free enough to spend all my pocket money and weekends at Games Workshop creating, painting, and playing. But also for a time in Games Workshop's past where they hadn't perfected the profit-making machine that GW has become; where a 13-year-old could legitimately engage with the hobby with just their pocket money and a train ticket. 1 But say what you will about Games Workshop, they do write good games. Their contemporary games like Age of Sigmar, Necromunda, Kill Team and Warcry have smart and fun rules. Going back and exploring the Mordheim rules toda