Scenario 4: The Cemetery of Saint Voller
A grim and foreboding place, the Cemetery of Saint Voller had a dire reputation even before the comet struck and changed Mordheim forever. Now, the cemetery is a haunted place, where the dead do not rest easy. Indeed, many of the graves are open and the numerous tombs and mausoleums of the city’s more opulent patrons cracked like rotting wounds. Though whether this is from the attentions of grave robbers or the stirrings of the unquiet dead, none can say. This is certainly not a place to become separated from one’s companions, lest another warband, or worse, comes along.
terrain
This scenario takes place in a massive cemetery. Each player takes it in turn to place a piece of terrain, either a mausoleum, tombstone, or other similar item. We suggest that the terrain is set up within an area roughly 4’ x 4’. Players are encouraged to litter the table with plenty of open graves to serve as falling hazards. Even if your terrain does not match the cemetery theme, assume each building is a large mausoleum or a chapel. In the center of the table should be a large statue representing the statue of Saint Voller.
set-up
The player with the lowest warband rating may choose who is the attacker and who is the defender. Deploy warbands according to the set-up rules for Scenario 9 (surprise attack) in the Mordheim rulebook.
starting the game
The attacker always gets the first turn.
special rules
The scenario plays identically to the Scenario 9 from the Mordheim rulebook, with the following additions:
Open graves: Open graves are treated like being on the edge of a ledge for warriors within 1” of them. If a model falls into an open grave they suffer a Strength 2 hit and must spend 2” of movement to get out. A model starting their turn in an open grave cannot charge. A model exiting a grave may be place anywhere adjacent to the opening.
The Unquiet Dead: At the start of each round after the first, roll a die and add 1 for each full round that has been played. On a roll of 4+, the dead rise! The first time this happens, the player with the lowest warband rating places D3+1 undead models within 1” of any terrain piece that could house the dead, but not into combat. On subsequent rounds, alternate who places the models. The dead will take their turn after the players have completed their turns. They will always move towards the nearest warband member, charging if possible.
Unquiet Dead
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 0 | 3 | 3 | 1 | 1 | 1 | 5 |
Immune Psychology and Poison, Cause Fear
No Pain: Treat a stunned result as knocked down.
May Not Run (but may charge normally).
Unquiet Dead are considered undead.
The Statue of Saint Voller: Though Mordheim a wholly depraved place, the spirit of Saint Voller still exerts some guardianship over the cemetery. Any of the Unquiet Dead that rise from the graves may not move within 3” of the statue.
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 Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
secrets of Vantor
A Priest of Morr earns 1 Secret of Vantor each time they put an Unquiet Dead out of action.
If a Priest of Morr is standing within 2” of the statue of Saint Voller at the start of the Recovery Phase, they earn 1 Secret of Vantor. Each Priest may only score this once.
Epilogue
Read after playing scenario 4
Something was not right. Surely, the dead should not wish to hinder the plans of Morr, to postpone their own salvation. Why were the dead here so angry? What possessed them to assail the very benefactors who wish them well? Could they not see all that was being done for them? Perhaps the answer lie within the strange notes. After hours of study, the Priest had found a clue. A singular line revealed itself among the ramblings. It read, “May ravens alight upon you.” A Morrian phase, and one closely associated with one Soloman Vantor, the High Priest of Morr within Mordheim. Could these be his works? The blasphemous scriptures within the footlocker went against everything that Morr stands for. Perhaps Vantor himself would have an explanation for all of this madness.