Possessed

The once well maintained graveyards and crypts around Mordheim have fallen to decay and ruin. The spirits of those buried there are rumored to take out their frustration at the poor condition of their resting places by killing any foolish enough to wander near their tomb. There is never a shortage of victims thanks to the many treasures buried with them by their loved ones, a constant lure for the coin hungry warbands that infest Mordheim like a plague.

In this scenario, warbands encounter each other while scavenging loot from the tomb they have found.

Terrain

You should have a small tomb and ruins in the middle of the board and encircled by other buildings..

Each Player takes a turn placing a piece of terrain. We suggest that the terrain is set up within an area roughly 4’x 4’.

Set-Up

All players roll a D6 to see who deploys first.

The player rolling highest sets up first, within 8" of the table edge of his choice. His/her opponent(s) then sets up within 8" of the opposite edge.

Starting the Game

Roll a D6. The player rolling highest has the first turn.

Special Rules

The haunted nature of this area has meant that wyrdstone shards can be found unclaimed in the areas around the crypt, no one has survived to get away with these shards!

Once you have placed the terrain, put some counters on the tabletop to represent where the wyrdstone are. There will be D6+2 counters total.

Each player takes it in turn to place a counter. Roll a D6 to see which player places first. The counters must be placed more than 16" from the edge of the table and at least 6" away from each other. Note that counters are placed before deciding which edge the warbands will play from, so it is a good idea to put counters towards the middle of the table.! A warrior can carry any amount of wyrdstone without any penalty, and can pick one up simply by stopping at it for his turn.

Warriors cannot transfer their wyrdstone to another warrior. If the warrior who is carrying a counter is taken out of action, place the counter on the table where he fell.

After all the players have had the first turn each player rolls a D6 before the start of the first players turn. The warband with the lowest score has a hero possessed by the restless spirit. Choose from random which hero becomes possessed.

When a hero is possessed he/she gains Fear and a +1 S, +1 W, +1 A and +1 T. The possessed hero charges the nearest unit whether it may be friend or foe and they engage in one round of melee combat. It attacks first regardless of whether the opposing unit’s abilities give it the chance to strike first.

After the combat resolves the spirit leaves the Hero’s body for another and the first players turn begins. Repeat the possession process only before the first player turn. The Hero who was

possessed has been immensely drained and is very weak, and therefore has an automatic injury roll against him. Roll a D6 on the injury chart for the hero who has been possessed.

If a warband has all their heroes out of action, then the warband must take a rout test. The henchmen are fearful of the Spirit that had possessed their Heroes.

Ending the game

The games ends when all opposing warbands have routed.

Experience

  • +1 Survives. If a Hero or a Henchman group survives the battle 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 model he puts Out Of Action.
  • +1 For putting a Giant out of action. Any Hero that puts the Giant out of action gets a bonus +1 Experience.
  • +1 Delivery of the head. Any Hero that carries the head off the board gets +1 Experience.

Rewards

The player who wins gets to open the tomb of a long-dead resident of High Society (to the victor go the spoils!). Roll on the Items chart below to see what you find within the tomb.

Roll 2D6 for each of the following:

  • Auto: 2d6gc
  • 7+: Magic Sword. Counts as normal sword but with +1WS, worth 20gc!
  • 8+: D6 Gems worth 10gc each.
  • 9+: Ancient Ithilmar Armor 3+ save, worth 180gc

With your party members constantly attacking each other you have only the time to open the largest tomb you find, a little bad luck and it might have already been looted by someone!

  • Auto: 5+2d6 gc
  • 5+: Magic Sickle raises WS of bearer +1.
  • 7+: D6 gems worth 10gc each.
  • 8+: Ancient Bone Armour confers 4+ save and in all other respects acts like light armour.

Resources

Resources and Materials for use with our Mordheim Campaign.