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Scenario 2: Executioner’s Square

One of the oldest places in Mordheim, Executioner’s Square was named for obvious reasons. The daily executions were a crowd puller, making the area busy and surrounding businesses successful. Now the gallows and chopping block stand deserted amongst the rubble. Since Mordheim’s downfall the many victims of Executioner’s square – the guilty and innocent alike - have returned as restless spirits eager to scream their anger at all who pass or linger.

terrain

This scenario is played on a 4’ x 4’ playing area. A central square area roughly 2’ x 2’ should be kept mostly clear of large buildings. Rubble, debris, and small ruins can be placed in the square. In the center of the square, place a piece of terrain to represent the gallows, chopping block, or similar feature where executions might have taken place. Place terrain in the surrounding area as normal. The scenario works best if this is particularly dense.

set-up

Three Wyrdstone counters will be placed near the central feature. Starting with the player with the lowest warband rating, players take turns placing a counter within 4” of the feature but not within 6” of each other. Warriors may pick up and carry these counters as in Scenario 3 (Wyrdstone Hunt) from the Mordheim rulebook.

warbands

Both players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8” of the table edge of his choice. His opponent then sets up within 8” of the opposite edge.

starting the game

Both players roll a D6. The highest scoring player takes the first turn.

special rules

Anger of the Damned: The restless spirits of Executioner’s Square vent their eternal anger at any who roam in or close to the square. They manifest as concentrated and violent gusts of wind; the howling is their screams of rage. At the beginning of each players’ turn, roll a D6. On a roll of 1 the spirits stay silent and nothing happens this turn. If the result is a 2 or more a spirit attacks. If the number is even (2,4,6) then the player whose turn it is must choose one of his warriors to be attacked. If the number is odd (3,5) then his opponent must choose one of the controlling player’s warriors to be attacked. An attacked warrior is automatically hit by a Strength 2 attack, with no saves or modifications, and is blown directly backwards D6”. If an attacked warrior is in an elevated position such as a gantry or an upper floor of a building then there is a good chance he may be blown off. If this is the case treat the model as falling. If a model is blown into a piece of terrain (such as a mound of rubble or the wall of a building) or blown into another warrior, friend or foe, then the warrior (or both warriors if it hits another model) is knocked down but may get up at the start of his next turn should he survive. The same warrior may not be blown back two turns in a row.

ending the game

The battle ends when one warband fails a Rout test. The routing warband loses.

experience

  • +1 Survives. If a Hero or a Henchman group survives the battle then they gain +1 Experience.
  • +1 Winning Leader. The leader of the winning warband gains +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 he puts out of action.

wyrdstone

Your warriors earn one shard of wyrdstone for each counter still in their possession at the end of the battle.

secrets of Vantor

If a Priest of Morr is blown back and survives the experience, they earn 1 Secret of Vantor. Each Priest may only earn this one time. If a Priest is standing on the central feature at the start of a Recovery Phase, they earn 1 Secret of Vantor. Each Priest may only earn this one time.

Epilogue

Read after playing scenario 2

The spirits are indeed angry. The horrors of the square behind them, the band continues to plod through the Death’s Head. Some haven’t said a word since the first screams of the dead rang out. One who is particularly sullen is the Priest of Morr. A conflicting mix of confusion and determination paints his face. If only the dead were aware of the work that was being done to free them, perhaps then they would not be so angry. If only the rival warbands were also aware of the stakes, then perhaps there would be no bloodshed. If there were secrets and treasures to be found in the ruins, then the warband would have to move quickly, lest the deceivers find them all first. Perhaps the most dangerous areas would house the most valuable treasures. There was one area that nobody dared tread. It would be a risky endeavor, but surely there would be untouched secrets there. And surely no other fools would dare go there.