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Mordheim Campaign - Turf War Turn 4

The campaign rules are here.

Deadline

Turn 4: Wednesday, 25 June 2003.

Victory Points at Turn 4

Griff9 VPs
Ben7 VPs
Stu7 VPs
Emily4 VPs
Phil3 VPs

Northwest Mordheim

Ruins1 Ruins2 Warband encampment Ruins3 Warband encampment Ruins4 Ruins5 Warband encampment Ruins6 Ruins7 Merchant's Mansion Ruins8 Commons Derelict Houses Ruins9 Warband encampment Blind Seer Tavern Ruins11 Infested The Chapel Hydra! Ruins12 Ruins13 Ruins14 Ruins15 Warband encampment Graveyard Key:
  • E : Clan Eshin Skaven.
  • O : Orcs and Goblins.
  • R : Reiklanders.
  • S : Sisters of Sigmar.
  • U : The Undead.
NOTE: This is a modified version of the GW Mordheim Map and several of the special locations on this map have been borrowed from 'Sub Plots' by Gav Thorpe.

Campaign Turn 4

NOTE: Heroes are in bold.

Clan Eshin Skaven

  1. Ta’lia and Ground Squad: Ruins11 -> Infested then reinforce Chapel.
  2. Raphael and Roof Squad: Ruins11 -> Chapel.
  3. Splitter: Tavern -> Ruins9 then reinforce Tavern.
  4. Tobious and Revenge Squad: Derelict -> Commons then reinforce Ruins8.
  5. Cornelious and Cave Squad: Ruins11 -> Ruins8.
  6. Banzai, Har'Len, Tunnel Squad and Handler Squad: Tavern -> ex-Hydra!
Orcs and Goblins
  1. Uzog, Ugskab, Clubbas, Dese Gobbos, Dose Squigz: Mansion -> Ruins11.
  2. Zarfang, Dem Gobbos, Dose Gobbos, Dem Squigz: Mansion -> Ruins8.
  3. Grimgrin: Mansion -> Ruins4.
  4. Grak: Keeps kicking the stronghold door in the Mansion.
Reiklanders
  1. Lieut, Corp, Sarge, Close Assault and Riflemen: Ruins8 -> Reik Camp.
  2. Corp, Sarge and Riflemen: Guard the Commons.
Sisters of Sigmar
  1. Atilla and Sigmarite Sisters: Kneeling in the Chapel.
  2. Prognosticator, Clemency and Novice: Ex-Hydra -> Tavern then reinforce Ex-Hydra.
  3. Chastity and Charity: Kneeling in the Chapel.
The Undead
  1. Sabriel, Petal, Zombies(x4): Ruins9 -> Tavern.
  2. Abhorsen, Yesac, Artex: Lost for a turn!
  3. Sorgrad, Sorgren, Zombies(x4): Lost for a turn!

Turn 4 Battles

Tavern: Eshin Skaven vs Undead

To be fought

ex-Hydra: Eshin Skaven vs Sisters

To be fought

Chapel: Eshin Skaven vs Sisters

To be fought

Ruins8: Eshin Skaven vs Orcs

To be fought

Previous Campaign Turns

  1. Campaign Turn 3
  2. Campaign Turn 2
  3. Campaign Turn 1

The Streets

Ruins (1 VP): Nothing but dank ruins and moldy cobblestones in this street. There might be a wyrdstone shard or two around here but it'll take some searching to find them.

Warband Camp (1 VP): A marauding warband has set up a temporary encampment here. One campaign warband may start here.

Merchant's Mansion (2 VP): This street borders the delapidated remains of a wealthy Merchant's Mansion. The house contains an intact and locked strong-room. Any Group that spends 3 consecutive Campaign Turns in this street (regardless of brawls) can force the strongroom open and gain access to the treasures stored within (use the chest from 'Hidden Treasure'). Alas there is only one strongroom but warbands can always relax in the mansion's faded finery.

Commons (1 VP): These streets surround a once verdant common that is now choked with oddly formed weeds. When placing terrain for any brawls within this area, all buildings must be placed within 8" of a table edge. Other small terrain pieces (rubble, barrels, fences etc.) may be placed normally. Street Fights will not take place here.

Derelict Houses (1 VP): The buildings in this part of Mordheim seem to be more badly damaged than the rest of the city and could fall down at any moment! At the start of each player’s turn they must test to see if buildings with their warriors in collapse. For each building the player has a warrior in, roll one dice for each warrior (friend or foe) in the building. If two or more rolls come up with the same score (two or more ones, two or more twos, etc.), the building collapses. Of course, this means that a single model in a building cannot collapse it, but if more two or more models are in the same building, the chances of a collapse increase. Models in a building that collapse count as falling, using the normal rules. Note that a building doesn’t collapse totally, there’s no need to replace it, and models may enter it again as normal.

Hydra (2 VP): This street was inhabited by an immature Hydra that had slithered into Mordheim through the unguarded cloaca. The Undead slew the Hydra in the second campaign turn. The street itself is worth 1 VP and 1 VP will be awarded to the warband that slays the dangerous beast. Use the Hydra from the multi-player 'Monster Hunt' scenario in Best of Town Cryer.

Infested (1 VP): The ruined houses and buildings in this street are home to multitude vermin. Every time a warrior enters a building in this street, roll a D6. On a roll of a 1 the warrior is attacked and suffers D6 Strength 1 hits. Roll for warriors deployed in buildings at the start of the brawl before the first turn.

The Chapel (2 VP): An ancient chapel to Sigmar that was miraculously untouched by the falling meteor stands here. Human warbands (Sisters, Human Mercs, Witchhunters etc.) gain 2 VP if they control the street while the Chapel is intact. Evil warbands (Skaven, Orcs, Undead, Possessed) that gain control of the street can desecrate this untouched chapel at which point they gain 2 VP for controlling the street.

Blinded Seer Tavern (2 VP): There's a derelict tavern in this street. Any Warband controlling the street gains 2 VP and the possiblity of finding an intact keg in the ruins.

Graveyard (1 VP): The corpses interred in a small graveyard here have been badly effected by falling Wyrdstone. All brawls fought here will be joined by D6 Zombies (use the Undead Zombie henchmen stats). The Zombies will move once per cycle of player turns. They will move directly towards the closest living warrior they can see - even if the warrior is above them. Once within 8" they will scent brains and charge! If no living warriors are visible roll a scatter die and move the Zombie D3" in the indicated direction. These Zombies are even more stupid than normal and cannot climb.

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