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Scenario 5: Vantor’s Archives

Rumors have lead you to an area of the city where Vantor is said to have engaged in clandestine activities as of late. The streets are crowded by the hunched and toppled remains of binderies, archives, and libraries. His research may be nearby, but your search will not go unhindered. A deceiver and a band of miscreants have arrived on the scene to foil your plans. Take control of Vantor’s hideouts and repel the invaders!

terrain

Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. We suggest that the terrain is set up within an area roughly 4’ x 4’.

warbands

Each player rolls a D6. The player with the highest score decides which warband sets up first. The first player chooses the table edge he wants to set up on, and places all his warriors within 8” of it. 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

The objective is to capture 3 of the buildings on the tabletop. Mark these buildings, starting with the one closest to the center of the table, working your way outwards to the next nearest building. A building is occupied if at least one of your standing models is inside and no enemy models are inside the building.

Traps! There is a chance that Vantor may have set traps to protect his secrets. At the start of each round, roll a die for each building containing at least 1 warrior. On a 4+, a warrior in that building has sprung one of Vantor’s traps! Randomly determine which warrior in the building has sprung the trap. On a failed Initiative test, that warrior suffers an automatic Strength 3 hit.

ending the game

There is no need to take any Rout tests – as the game lasts for a maximum of eight turns. If one warband voluntarily routs, the game ends and the winning warband is considered to occupy all of the buildings on the table.

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 warband who controls the highest number of buildings at the end of the battle gains +1 Experience. If both sides occupy the same number of buildings, then the battle is considered to be a draw and neither leader gains this bonus.
  • +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

secrets of Vantor

If a Priest of Morr is standing inside one of the 3 buildings at the start of the Recovery Phase, they earn 1 Secret of Vantor. Each Priest can only score this once in each building.

Epilogue

Read after playing scenario 4

With the interlopers repelled, the secrets could finally be revealed. Vantor did not bet on anyone being fool enough to raid his studies, not this deep into the Death’s Head. After scouring his various offices and alcoves, the plan was laid bare. The Priest had felt something was amiss since the second he stepped into Mordheim, and now he knew why.

It was not Morr who had made the summons; it was Vantor himself. He had invaded the dream world and lured everyone here in order to further his plans. The ritual was not freeing the souls of the dead, but binding their power to him. He was enslaving the souls of the dead to power a strange device wrought from warp-touched metal. This device, which he calls the Soul Engine, would enslave the souls of the dead far beyond the walls of Mordheim. He would have an unending army of souls to do his bidding. He would usurp Morr and become the uncontested master of death.

Soloman Vantor had to be stopped. A new High Priest of Morr would need to be named. But where could this Soul Engine be found? The answer was painfully obvious.