Skip to main content

Campaign Overview

This campaign takes place over six scenarios; five one-on-one battles and one multiplayer finale. Ideally, your group should consist of an even number of players, and six at the most. If there are more than six, then you may need to double up on some of the Priest Specialties explained later. If you have an odd number of players, do not despair. There are rules for modifying the scenarios for more than two players, as well as rules for compensating players who miss one or more games. Each player should battle each other player at least once before any match-ups are repeated. After each game, a piece of the narrative will be provided in an epilogue. Players will have opportunities to commit wyrdstone they have earned to strengthening their Priest of Morr, which will be explained later.

Thematic terrain and models

This campaign will take place in the Death’s Head district of Mordheim. This area is dominated by a large prison, dozens of small chapels, countless graveyards, and the large Temple of Morr. You are highly encouraged to employ terrain pieces that can represent open graves, headstones, mausoleums, chapels, nooses, gibbets, pillories, etc. If you do not have terrain of this type, fret not, for the scenarios will work just fine with whatever terrain you have. Each table will need the following enemy models:

  • 3 guards and 1 monstrous creature for Scenario 3
  • 10-12 zombies or similar (a mix is fine) for Scenario 4
  • 2 undead per player and 1 priest or necromancer for Scenario 6

Warband creation

Warbands are created using the normal warband creation rules. In addition to normal warband creation, all warbands will be appointed a Priest of Morr, which is a character that will accompany the warband throughout the campaign. A warband’s Priest can be styled and modeled however the player wishes, and it may be fun to match it with the rest of the warband.

The Priests of Morr

Through their troubled dreams the Priests of Morr have been summoned to the City of the Damned. Each believes they have received a vision from the Death God himself. The visions have varied from each Priest and so they remain wary and distrustful of their fellow clergymen. Before entering the city, the Priests have gone about recruiting a warband, be it for protection, labor, or some other undisclosed agenda. Each Priest is randomly allotted one of the unique Priest Specialties detailed later. These specialties will each detail the special ability as well as the equipment of the Priest. Priests should be added to the henchmen section of the Warband Roster.

Priests of Morr do not affect warband rating at all, nor do they contribute to the maximum amount of warriors a warband can have. Their equipment cannot change. They gain no experience, and they do not affect income from selling shards. They do, however, contribute to your warband size when making rout tests. So if you have 8 warriors and a Priest of Morr, you test for routing as if you had 9 warriors, but you sell wyrdstone for 8.

ProfileMWSBSSTWIALd
433331318

special rules

Protected by Morr: Morr has a special purpose in mind for our Priests, or so it seems. He, or some other mysterious benefactor, is protecting the Priest from serious harm until they can fulfill their mission.

Priests never roll for serious injury after being taken out of action. Instead, on a roll of 4+, the Priest gains a Secret of Vantor (explained later), as the near-death experience provides greater insight on the workings and machinations of Morr.

AUTHOR’S NOTE: It is entirely possible that players will want to use warbands that would never ally alongside the servants of Morr. In this case, still use the same rules for the warbands and the Priests but invent some kind of convincing back-story to allow them to come together. Perhaps the warband is in disguise, the Priest has gone bad, or the original Priest has been slain by a servant of a Dark God who is now impersonating them.

Priest Specialties

Before the first game, each player’s priest must be randomly allotted one of the following specialties. No two priests should have the same specialty. Randomize this however you see fit.

1. Death Crier
Special Rule: At the end of any combat phase, the Death Crier may cry out, forcing all knocked down or stunned models within 10” of the Priest must re-roll on the injury chart adding +1. No experience is awarded for putting models out of action in this way.
Equipment: Holy Staff, Lantern.

2. Death Warder
Special Rule: Once per combat phase, the Death Warder may force his opponent to re-roll a successful wound roll on any combat that happened within 12” of him.
Equipment: Holy Staff and a Holy Relic.

3. Death Seeker
Special Rule: Death Seeker is a fearless fighter. He is immune to fear and may re-roll any attacks made in the first round of combat.
Equipment: Holy Staff and a Lucky Charm.

4. Death Marcher
Special Rule: Death Marcher is immune to fear. All friendly models within 3” of him gain +1 to their Leadership due to his calming presence.
Equipment: Holy Staff and 3 vials of Blessed Water.

5. Death Toucher
Special Rule: Instead of making normal attacks, Death Toucher may make a single Touch of Death attack. If this attack hits, roll 2D6. On an 8+, the target must immediately make an Injury roll, regardless of Wounds or Toughness. If not, it counts as a normal fist attack (-1 Strength, +1 enemy armor save).
Equipment: Holy Staff

6. Death Reaper
Special Rule: Death Reaper causes fear.
Equipment: Scythe

Special weapon

holy staff

Range: Close Combat
Strength: As user

Special Rules

Concussion: Bludgeoning weapons are excellent to use for striking your enemy senseless, a roll of 2-4 is treated as stunned when rolling to see the extent of a model's injuries.

Two-handed: The model may not use a shield, buckler or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 bonus to his armour save against shooting.

Holy Weapon: The weapon has a +1 bonus on all to wound rolls against any Possessed or Undead models. Note that you will still need to score a 6 before any modifiers in order to cause a critical hit.

AUTHOR’S NOTE: While these specialties are meant to be distributed randomly, your group may find that a player has modeled their priest in a way that fits a certain specialty, or that a player’s warband has been created in a style that is most fitting for one specialty over another. If the players wish, and are all in agreement, they may assign certain specialties based on what would best fit any given warband.

Scythe

Scythes are normally implements used in the fields by farmers. It is rare to see them wielded as weapons of warfare. However, the scythe also carries with it an image of death. It is the symbol of the Grim Reaper, the representation of famine and starvation and disease through the lack of harvested food. Priests of Morr, when they need to, may carry a Scythe as a weapon. This is of heavier manufacture, and designed to reap warriors rather than wheat.

Range: Close Combat
Strength: As user +1

Special Rules

Two-handed: Because the Scythe is unwieldy, it must be used with two-hands and cannot be used with another weapon, shield or buckler.