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A CAMPAIGN

By Robert J Walker
walrob00@hotmail.com

PRE-BATTLE SEQUENCE
1. Ask warbands if they want to check out any general rumours.
a. Bribery
b. Roll on General Rumours chart
2. Grudges.
a. Warband with higher rating must accept.
b. Warband with lower rating may decline.
3. Assign battles by warband rating.
POST POST-BATTLE SEQUENCE
1. Record warbands rating, etc
2. Check for Patrons contact.
For those without a Patron, Roll 3d6 under the warbands current Rating/10. Subtract -1 from the dice roll for each battle
the warband wins. Add +1 to the dice roll for each battle the warband loses. If the roll is successful, the warband is
invited to join a Patrons faction. Also see Factions in the Player Introduction.

If the warband already has a Patron (or joined a Patrons faction this turn):
a. If the warbands Leader passes a Leadership test, he hears some Storm Fist rumours. consult the table below and
give the player the appropriate rumour handout:

If made by < 3, the warband hears a common (Green) Rumour. These are not true.

If made by 3 or 4, the warband hears an uncommon (Blue) Rumour. These are true but of limited use.

If made by 5+, the warband hears a secret (Red) Rumour. These are true and very useful.
If there are no rumours of a particular colour available, then there are no rumours to hear after all. Alternately, the
Game Master (Campaign organiser) can ask the players to roll on the Patron Information (Storm Fist rumours)
table.
b.

Roll a d6 against the following Patrons Interest Table;

Subtract -1 if the warband lost the previous battle, if they lost the Storm Hammer, or if they have a Watcher.

Add +1 if the warband won their previous battle or if they have the Storm Hammer.
Patrons Interest Table
< 1. The leader is taught a lesson. Roll a d6 for each characteristic on his profile. On a 1 that characteristic is
temporarily reduced by 1 (to a minimum of 1) for the next battle. In addition, a Watcher temporarily joins the
warband.
1. We are going to keep an eye on you! A Watcher temporarily joins the warband.
2. You are not worthy of your Patrons time and we had better keep an eye on you. A Watcher temporarily joins
the warband.
3. Your Patron is too busy to see you.
4. You arent a complete waste of time, but come back when you have something to boast about.
5. You arent doing too badly. If the warband has a Watcher, he leaves the warband.
6. One member of the warband is invited to swap any weapon for any other weapon up to 5 x its value. This does
not include black powder weapons. If the warband has a Watcher, he joins the warband permanently; if not, a
Watcher joins the warband permanently on a 4+.
> 6. The warband is given one item worth up to 50GC (players choice). In addition, a Watcher joins the warband
permanently.

3. If a warband possesses the Storm Hammer, roll d6:


1. It is taken from the warband:
1-2. Stolen by a rival Patron. Until the Storm Hammer is recovered by a member of the Patrons Faction, all rolls on the
Patrons Interest table are at -1.
3-6. Taken by the warbands Patron. Add d6x10 GC to warbands gold; add +1 to all rolls on the Patrons Interest table.
2-6. The warband keeps it in their possession.

Watchers
Watchers are the eyes and ears of their patrons. They are experienced henchmen; most are human(ish), but some warbands will
only (grudgingly) accept a Watcher of their own kind: Verminkin (Skaven), Goblin (Orcs), Beardling (Dwarf), Gor (Beastmen). A
warband can never have more than one Watcher in their warband; however they do not count towards the maximum number
permitted in a warband. If a Watcher joins a warband permanently, he is listed as a hero with 10 experience. If a warband already
has the maximum number of heroes, one hero must leave the warband to make way for the Watcher. Until a Watcher joins a
warband permanently the following applies:

If a warband has a Watcher, dice rolled for Rumours and the Patrons Interest table incur a -1 penalty.
If a Watcher goes OOA during a battle, subtract -2 from the post-battle Patron contact for that battle only.
Watchers do not make all alone tests (they are used to being on their own).
Watchers gain no experience points unless they are permanent members of the warband.
Watchers increase the warband rating by 25.

Human
Verminkin
Goblin
Beardling
Gor

M WS BS
4
4
3
5
4
3
4
3
4
3
4
2
5
4
3

S
4
4
4
4
4

T
4
4
4
4
4

W
1
1
1
1
1

I
3
4
3
3
4

A
1
1
1
1
1

Ld
8
6
5
9
7

Equipment
Sword, bow & dagger
Sword, sling & dagger
Short bow and two daggers; Eagle Eyes skill
Dwarf axe, crossbow & dagger
Sword & dagger; Sprint skill.

Patron Information (Storm Fist rumours) Table


Note if a warband does possess the Storm Fist, any rolls above 9 count as 9.
Roll 2d6:
2-6
After a little investigation you realise that the information is useless.
7-9

A rival warband may have the Storm Fist. See the campaign GM {Robert} to determine if this is true, and which of the
warbands it is.

10

The Storm Fist is held by a vampire somewhere in Mordheim. If attacked by a Vampire (General Rumours), or you
fought an Undead warband in this campaign turn, any number of heroes may choose not to explore after the battle, but to
look for the Storm Fist instead. A hero will find the Storm Fist on a 2d6 roll of 10+. Roll once for each hero looking for
the Storm Fist.

11

The Storm Fist is contained in the pommel of a hammer called The Storm Hammer which was crafted by a master dwarf
smith. The approximate location of his workshop has become known. Instead of the assigned scenario, you may choose
play the Storm Fist scenario (see the campaign GM {Robert}). Note you may play this scenario only once, unless you
hear this rumour again. Note: a player may choose to play this scenario even if the Storm Fist has been found.

12

The Storm Fist is in the catacombs somewhere beneath Mordheim. If a general rumour takes you into the catacombs,
then you will find the Storm Fist on a 2d6 roll of 10+. Once you have this rumour, after each battle, one hero may choose
not to explore, but venture into the catacombs to look for the Storm Fist instead. In addition, roll d6 when deploying the
nominated hero:
1-2. deploy as normal,
3-4. Place the model anywhere on the table, at least 14 away from an opponent,
5. Your opponent places the model on the table, at least 14 away from any model,
6. Lost; miss this game.

A CAMPAIGN
By Robert J Walker
walrob00@hotmail.com

The Storm Hammer


The Storm Hammer is an exquisite warhammer with the Storm Fist in its pommel. Rumour has it that it is possessed.

The Storm Hammer has the same rules as a normal hammer but is enchanted. One dice roll per turn (to hit, wound, or
injure) with the weapon may be modified by +/-1. Even if modified to a 6 this may not be used to turn a normal wound
into a critical wound. In addition, the wielder may parry with the Storm Hammer, and gains a 5+ ward save against any
wounds suffered, and against magic and prayers which directly affect him (whether they cause wounds, or have some
other effect).

The Storm Hammer is a jealous weapon; no other weapon or armour may be used by the wielder (not even a dagger),
although he may carry a shield or buckler. Because of this jealousy, spell casters (including those who use prayers)
cannot wield Storm Hammer.

Each turn the Storm Hammer can hurl a lightning bolt at a single opponent. It acts as a spell, although cannot be used if
the wielder is in hand-to-hand combat. Range: 12, S4, Diff 7.

Storm Hammer generates donations from religious fanatics who have come to see the mighty hammer. A warband who
possesses the hammer receives 1d6 additional gold between each battle (1GC of which will go to a Patron).

If the model carrying the Storm Hammer is taken OOA, and you lose the game roll a d6:
1-2.
3-4.
5-6.

The hammer is lost. No warband has the hammer.


Your opponent recovers the hammer
You keep the hammer

When rolling on the Patrons Interest Table, add +1 if the warband has the Storm Hammer, but subtract -1 if it is lost or your
opponent recovers it.
If you have a patron, his representative may come to relieve you of it at any time. There are rumours that there are other Patrons
looking for the Storm Hammer as well (you have been warned).

Storm Fist Scenario


There is a rumour that one of the ruined buildings has a concealed cellar with a treasure chest hidden in it. Two rival warbands
have heard about the cellar and are now searching the area. Who knows what they will find? Could it be the Storm Fist?
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'.
Set-up
Both players roll a D6 and whoever rolls highest chooses which warband sets up first. This warband is deployed within 6" of any
table edge the player chooses. His opponent sets up within 6" of the opposite side. (Note the difference in deployment area).
Special rules
All the warriors (not animals!) in each warband know roughly what they are looking for and must inspect the buildings to find the
treasure. Each time a warrior enters a building which has not been previously searched by either side roll 2D6. On a score of 10+,
he has found the treasure chest. Buildings in the deployment zones are not searched (since they have already been thoroughly
ransacked) and each building may only be searched once.
If you have not scored 10+ with any roll when there is only one building left to search, the treasure will automatically be found
there. It is suggested that you use a treasure chest model to represent the chest. After finding the treasure chest, the warrior must
then take it to safety via his own table edge. Any man-sized or larger model may pick it up by moving into base contact with it.

Carrying the treasure chest will slow the warrior carrying it to half speed. Two or more models may carry the chest
without any penalty.
Anyone carrying the chest may not run or charge but it may be dropped at any time without penalty.
If the carrier is stunned or put out of action, place the treasure chest at the spot where he fell. Knocked down opponents
still keep possession of the chest.
If the chest carrier flees, he drops the chest immediately.

Whoever recovers the chest may roll on the following chart after the batle to see what the chest contains.
ITEMS
D6 ROLL REQUIRED TO FIND
3D6 gc
Automatic
D3 Daggers
Automatic
D3 pieces of wyrdstone
5+
Storm Hammer
4+ (may only be found once)
Suit of light armour
4+
Helmet
3+
Sword
3+
D3 Hammers
3+
Note that you roll for each item separately, apart from those which are always automatically found. For example, roll to see if you
find any wyrdstone you need a 5+ to find it. Then roll to see if you find the armour, and so on. This can make the chest a very
valuable acquisition however, it could also mean that your warband has risked death for only three gold crowns and a dagger!
Starting the game
Roll a D6. The player rolling highest has the first turn.
Ending the game
When one warband gets the treasure to safety, or a warband fails a Rout test, the game ends. The victorious warband then gains
the treasure chest. If one warband routs, the other warband recover the chest automatically.
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 he puts out of action.
+2 For Finding the Chest. If a Hero finds the treasure chest he earns +2 Experience.

Storm Fist Rumour


The Storm Fist was taken by the Wood Elves before the fall of Mordheim. It will not be recoverable.

Storm Fist Rumour


The Storm Fist was taken by the Priests of Morr before the fall of Mordheim. It will not be recoverable.

Storm Fist Rumour


The Storm Fist was taken by Archaon which caused the fall of Mordheim. It will not be recoverable.

Storm Fist Rumour


The Storm Fist was taken by the High Elves before the fall of Mordheim. It will not be recoverable.

Storm Fist Rumour


The Storm Fist was taken by the Dwarfs of Karak Azgal before the fall of Mordheim. It will not be recoverable.

Storm Fist Rumour


The Storm Fist was taken by the Skaven before the fall of Mordheim. It is probably under Mordheim somewhere, but will not be
recoverable.

Storm Fist Rumour


The Storm Fist was taken recently by an Ogre warband who now use it to terrorise the Worlds Edge Mountains. It will not be
recoverable.

Storm Fist Rumour


The Storm Fist is cursed. Anyone who possesses it will be cursed.

Storm Fist Rumour


The Storm Fist a gift from Sigmar himself. Anyone who possesses it will live forever.

Storm Fist Rumour


The Storm Fist is an eye from a Lord of Change. Anyone who possesses it will be able to cast powerful spells.

Storm Fist Rumour


The Storm Fist does not exist. It was invented by a Patron to gather warbands to his cause and so expand his territory.

Storm Fist Rumour


The Storm Fist is held in the pommel of Ghal Maraz, the Skull Splitter, The Hammer of Sigmar and is carried by the Emperor
himself. It will not be recoverable.

Storm Fist Rumour


A rival warband has the Storm Fist. See the campaign GM {Robert} to determine which of the warbands it is.

Storm Fist Rumour


A rival warband has the Storm Fist. See the campaign GM {Robert} to determine which of the warbands it is.

Storm Fist Rumour


A rival warband has the Storm Fist. See the campaign GM {Robert} to determine which of the warbands it is.

Storm Fist Rumour


A rival warband has the Storm Fist. See the campaign GM {Robert} to determine which of the warbands it is.

Storm Fist Rumour


The Storm Fist is held by a vampire somewhere in Mordheim. If attacked by a Vampire, or you fought an Undead warband, any
number of heroes may choose not to explore after the battle, but to look for the Storm Fist instead. He will find the Storm Fist on a
2d6 roll of 10+. Roll once for each hero looking for the Storm Fist. You may do this only once; please hand this rumour back to
the GM once used.

Storm Fist Rumour


The Storm Fist is held by a vampire somewhere in Mordheim. If attacked by a Vampire, or you fought an Undead warband, any
number of heroes may choose not to explore after the battle, but to look for the Storm Fist instead. He will find the Storm Fist on a
2d6 roll of 10+. Roll once for each hero looking for the Storm Fist. You may do this only once; please hand this rumour back to
the GM once used.

Storm Fist Rumour


The Storm Fist is held by a vampire somewhere in Mordheim. If attacked by a Vampire, or you fought an Undead warband, any
number of heroes may choose not to explore after the battle, but to look for the Storm Fist instead. He will find the Storm Fist on a
2d6 roll of 10+. Roll once for each hero looking for the Storm Fist. You may do this only once; please hand this rumour back to
the GM once used.

Storm Fist Rumour


The Storm Fist is held by a vampire somewhere in Mordheim. If attacked by a Vampire, or you fought an Undead warband, any
number of heroes may choose not to explore after the battle, but to look for the Storm Fist instead. He will find the Storm Fist on a
2d6 roll of 10+. Roll once for each hero looking for the Storm Fist. You may do this only once; please hand this rumour back to
the GM once used.

Storm Fist Rumour


The Storm Fist is contained in the pommel of a hammer called The Storm Hammer which was crafted by a master dwarf smith.
The approximate location of his workshop has become known. Instead of the assigned scenario, you may choose play the Storm
Fist scenario (see the campaign GM {Robert}). Note you may play this scenario only once, unless you hear this rumour again.

Storm Fist Rumour


The Storm Fist is contained in the pommel of a hammer called The Storm Hammer which was crafted by a master dwarf smith.
The approximate location of his workshop has become known. Instead of the assigned scenario, you may choose play the Storm
Fist scenario (see the campaign GM {Robert}). Note you may play this scenario only once, unless you hear this rumour again.

Storm Fist Rumour


The Storm Fist is contained in the pommel of a hammer called The Storm Hammer which was crafted by a master dwarf smith.
The approximate location of his workshop has become known. Instead of the assigned scenario, you may choose play the Storm
Fist scenario (see the campaign GM {Robert}). Note you may play this scenario only once, unless you hear this rumour again.

Storm Fist Rumour


The Storm Fist is in the catacombs somewhere beneath Mordheim. If a general rumour takes you into the catacombs, then you
will find the Storm Fist on a 2d6 roll of 10+. Once you have this rumour, after each battle, any hero may choose not to explore, but
venture into the catacombs to look for the Storm Fist instead. In addition roll d6 when deploying the nominated hero:
1-3. deploy as normal,
4. Place the model anywhere on the table, at least 14 away from an opponent,
5. Your opponent places the model on the table, at least 14 away from any model,
6. Lost; miss this game.

Storm Fist Rumour


The Storm Fist is in the catacombs somewhere beneath Mordheim. If a general rumour takes you into the catacombs, then you
will find the Storm Fist on a 2d6 roll of 10+. Once you have this rumour, after each battle, any hero may choose not to explore, but
venture into the catacombs to look for the Storm Fist instead. In addition roll d6 when deploying the nominated hero:
1-2. deploy as normal,
3-4. Place the model anywhere on the table, at least 14 away from an opponent,
5. Your opponent places the model on the table, at least 14 away from any model,
6. Lost; miss this game.

Storm Fist Rumour


The Storm Fist is in the catacombs somewhere beneath Mordheim. If a general rumour takes you into the catacombs, then you
will find the Storm Fist on a 2d6 roll of 10+. Once you have this rumour, after each battle, any hero may choose not to explore, but
venture into the catacombs to look for the Storm Fist instead. In addition roll d6 when deploying the nominated hero:
1-2. deploy as normal,
3-4. Place the model anywhere on the table, at least 14 away from an opponent,
5. Your opponent places the model on the table, at least 14 away from any model,
6. Lost; miss this game.

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