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Fan03_68_75 3/4/04 13:47 Page 68

The Province of Averland


By Nicodemus Kyme
Sometimes known as the Grand County, Averland is a pastoral province, peopled by hard working farmers for the
most part. Not that this makes them weak, by any stretch of the imagination. In fact, quite the opposite; a life of toil
has made them hardy and their guardianship of Black Fire Pass has proven their worth in battle many times. The value
of their toil is clearly shown by the intercepted letters shown here, written to the master of the great Van de Baarts
trading house of Marienburg.

Fighting Battles in Averland Special Rules


In the open plains of Averland confusion reigns. With three Averland warbands follow the rules in the 2002 Mordheim
Emperors vying for the hearts and purses of the citizenry, the Annual (also available as a free download from
rule of law strains at the seams. Companies of mercenaries roam www.mordheim.com).
the streets of the towns and cities doing much as they please.
Running battles between the three Imperial factions spill over Note: The Empire in Flames rulebook provides some excellent
the grassy plains of Averland, to be further confused by bandit material for fighting battles in an Imperial wilderness setting. It
and Greenskin ambushes. Where once great herds of noble is recommended that if players own a copy of Empire in Flames
steeds roamed, now there is bloodshed and slaughter. they use the additional rules in the book.

Fighting battles set in Averland is very much like fighting in Painting and Modelling
Mordheim itself. Players generate their warbands in exactly the Averland warbands: The provincial colours of Averland are
same way and fight battles according to the rules in the traditionally black and yellow. Although mercenary warbands are
Mordheim rulebook. However, there are few ruined towers, made up of individuals, it looks better on the tabletop if there is
dilapidated temples and other such sites of urban decay in some clear visual link between them. By using the provincial
Averland. Rather, there are two distinct regions around which colours in a different place on each model you can easily make
you can situate your battles: the pastures and the foothills. them look like a group whilst retaining their individuality.

Upon the open pastures there are large fields, hedges, stone Averlanders (even its mercenaries) are rich, even in times as
walls and fenced off lands. Cottages and manor houses turbulent as these, and as such their weapons are finely wrought
distinguish this region and should be represented by suitably and heavily decorated. It is not uncommon to see gilded hilts on
ornate buildings to reflect Averland’s wealth. A river or stream swords, or meticulously wrought filigree and decorative intaglio
might also stretch across the battlefield, a tributary of the Aver or upon blades or armour trim. Averlanders should look ornate and
Upper Reik, along with a stone bridge across it. flamboyant, so bronze and gold breastplates coupled with
outlandish feathers and plumes are appropriate. This wealth is
To the east lie the mountains and Black Fire Pass. While the also reflected in the motifs and symbols borne upon armour and
pasturelands and largely flat, the foothills at the base of the shields. Averlanders are proud of their warrior heritage and so
mountains are full of crags and sparse woodland. The area is also swords and bows are common emblems. Also popular is a single
replete with watchtowers, ruins and barracks as befits, the home black flame upon a yellow field to represent Black Fire Pass, a
of Averland’s Mountain Guard. motif commonly worn by the Mountain Guard.

Wyrdstone Scenery: Warhammer scenery is ideal for battles set in Averland.


Averland, like Ostermark, is riddled with fragments of the mighty Lone cottages, hedgerows, stone walls and fences are perfect for
comet of Sigmar, cast in all directions when it smote the ill-fated games set in the pastures as are stout stone watchtowers, rivers
city of Mordheim. Such fragments are like beacons to the dark and bridges. The foothills can be represented by steep hills,
creatures of the mountains and are the main cause of the unrest scattered rocks and imposing crags.
blighting the province. Wyrdstone can be found by warbands
fighting in Averland, as described in the Mordheim rulebook.

Averland Warbands
Despite the overt finery of the Averlander, they are not mere
fops. As defenders of one of the most dangerous routes into the
Empire, the Mountain Guard are veteran warriors. They also
understand the value of excellent archers and regularly employ
Halflings from the neighbouring Moot as scouts.

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dWebWUf[hW^k 

The Three Towers


Nestling in the hilly lands to the south-west of the Moot and south-east of Averheim under the
baleful shadow of the mountains lie the Three Towers. In ancient days these mighty sentinels were the site
of a tremendous battle between the Elf Lords from across the sea and the Men of the Empire. The reason for
such a conflict occuring has been lost amongst the pages of forgotten annuals, but what is known is that the
battle was both fierce and bloody. Remaining records are piecemeal in their description but speak of how the mighty
dragon Araugnir was slain by a battery of Nuln cannon. To this day the beast’s skull remains at the battle site as a warning and
remembrance of that day. A day so filled with death that it took the slaying of the Elven Prince and leader of the host at the hands
of the Templar Lord Heydrich to break what had become a brutal deadlock and grant victory to the Empire. Alas the Towers have
fallen into ruination from centuries of conflict and civil unrest. Now they are merely the hideouts of bandits, rogues and other less
salubrious villains. It has been known for Necromancers, Warlocks and other heretics to seek refuge there and as such it is oft the
hunting ground of Witch Fynders and Bounty Hunters.

- from ‘Averland: A history’ by Siegfried Shautten.

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Black Fire Pass


To the east of our fair province lies Black Fire Pass, an overland route through the hinge of the Worlds Edge Mountains to the east
and the Black Mountains to the south. The Old Dwarf Road runs through it and upon its terminus weaves directly though the capital,
Averheim, all the way into the heartland of the Empire. Our people have the dubious honour of protecting this highly dangerous region,
a task that we accept with courage and entrust to the Mountain Guard the hardiest and most battle-hardened warriors that our province
has to offer. It is under constant threat from Orcs and Goblins who ambush traders along the Old Dwarf Road. Historically Black Fire Pass
has been the site of many battles, the most notable of which occurred in Imperial year -1. The fledging Empire was nothing more than a band
of disparate tribes. There did Sigmar himself, with the Dwarf High King, Kurgan Ironbeard, challenge the Greenskin hordes menacing the lands
of Men and defeat them within the pass, driving them back into the dark lands and beyond. These were the first tentative footsteps towards
the formation of the Empire as it is recognised in modern times. It is Averland then that forms the first line of defence against aggression from
the Badlands over the Black Mountains to the east and the belligerent Greenskin hordes. Alas it is the clearest pass for thousands of miles,
oft frequented by Dwarf merchants en route into the Empire. Such expeditions are well-guarded affairs, tempered with utter vigilance and
trepidation such is dire the reputation of Black Fire Pass. At its entrance to the Empire the pass is well fortified with several stone
watch towers and numerous warning beacons, ever ready to give word of the threat of invasion. These years of warfare and
alert have made the guardians of the pass adept in the art of siege defence. The pass has many natural hazards too. Its
sheer cliff walls are oft blighted by horrendous weather, entire wagon trains and merchant caravans lost to
avalanche and blizzard. Still though, it must be endured, for it is the only route across the mountains and,
despite the perils, a vital source through which trade can pass into the Empire.

- from ‘Averland: A history’ by Siegfried Shautten.

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Scenario: Blood on the Pasturelands


The pasturelands are all too easy a temptation for Special rules
bandits and horse thieves. The noble houses are forced to Outriders: There are six Outriders in total. After both
employ groups of mounted outriders to protect these players have had a turn the Outriders take a turn. The
lands from any would-be predators. Outriders will never move more than 8" away from the
paddock. They will charge the nearest warrior within 8" of
Two rival warbands have arrived at a pasture, hoping to the paddock. If unable to charge they will move towards
steal the valuable horses there. They must battle each the nearest model and shoot them instead.
other and overcome the armed outriders to get to the
prize within. The Outriders have the following profile:

Terrain
Outrider
The battle takes place over a 4'x4' area. As it is a pasture,
M WS BS S T W I A Ld Sv
it is largely perhaps with just a few scattered trees and 4 4 4 3 3 1 3 1 8 5+
possibly a small cottage. The only real feature of the
battlefield is a 12"x12" fenced-off paddock in the centre of Horse
the table that represents where the horses have been M WS BS S T W I A Ld Sv
fenced off to graze. 8 0 0 3 3 1 3 0 5 -

Warbands
Each player rolls a D6 to determine who places his Equipment: Sword, bow, light armour and horse (use the
warriors first with the player rolling the highest given the rules for mounted models as given on page 163 of the
choice. The warband may be placed within 6" of any table Mordheim rulebook).
edge and once the player has finished setting up his
warriors the second warband is placed within 6" of the Stealing horses: There are six horses in the paddock. As
opposite edge. After both players have set up their they are frightened by the commotion around them they
warbands they take it in turns to place one of the will move randomly in the 12'' paddock square. Each
mounted Outriders, who must be placed within 2'' of the horse moves D6+2'' in a random direction determined by
fenced-off paddock, and one horse that must be placed a Scatter dice (if you don’t have a Scatter dice number the
within the paddock itself. board edges 1-4 and roll a D6 to determine the direction,
with any roll of 5 or 6 allowing the rolling player to
Starting the game choose a direction). If a horse reaches the fence it will
Each player rolls a D6. The highest roll can choose stop.
whether to go first or second.

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Any man-sized warrior who ends his move next to a horse Ending the game
may try and mount it as the end of the turn. Roll a D6, on The game ends as soon as all the horses have been stolen
a roll of 4+ the warrior is successful and now counts as or when one warband routs. The player that steals the
being mounted on the horse. If you roll a 1-3, the warrior most horses wins the game, or if a warband fails its Rout
is unable to bring the beast under control and must test then the warband remaining wins the game (and
struggle with it for another turn. Once a player has steals all the horses currently in its possession). Any horse
mounted a horse they may successfully stolen by the warbands is added to its roster.
attempt to steal it. Any Note if a warband failed a Rout test it will lose D3-1 of its
warrior who isn’t stolen horses in the commotion.
fleeing and
manages to get
off the board
while still
mounted
h a s
successfully
stolen the
horse.
Experience
+1 Survives: If a Hero or Henchman group survives the
battle they gain +1 Experience.

+1 Winning Leader: The leader of the winning warband


gains +1 extra Experience.

+1 Per Enemy Out of Action: Any Hero earns +1


Experience for each enemy he puts out of action (this also
counts for Outriders too).

+1 Per Horse Stolen: Any Hero or Henchman group that


manages to steal a horse earns +1 Experience.

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Scenario: Through Black Fire Pass


Black Fire Pass has a dire reputation. The clearest route Starting the game
through the Worlds Edge Mountains is home to all The Attacker springs his ambush and goes first.
manner of Orcs, Goblins, bandits and unsavoury
characters. Travellers and merchants that brave it do so Special rules
knowing full well they might be the victim of an ambush Hazardous: Black Fire Pass is extremely hazardous and as
on the road. well as being home to all manner of creatures, it is
plagued by hostile weather. At the end of each of the
A warband is travelling through Black Fire Pass when it is Defender’s turns roll a D6. On a roll of 1 both warbands
ambushed by one of its rivals. Little do both warbands have befallen to a hazard. Roll a D6 on the table below to
realise that the sounds of battle have alerted other discover what the hazard is.
creatures to their presence…

Terrain 1-2 Rockfall The rapid movement and cries of


combat have disturbed some loose rocks high up in the
The battle is played over a 4'x4' area. Down the centre is a mountains which come crashing down upon the battling
strip 6'' wide that starts at one board edge and ends at the warbands. Every model must take an Initiative test to avoid the
opposite edge. The rest of the table should be littered falling rocks. Any model that fails will suffer a Strength 3 hit from
with rocks, scattered scree and the occasional copse of the debris.
3-4 High winds The warbands are battered by
trees.
fierce winds. The winds will last until the end of the Defender’ s
next turn. At the start of their turn each warrior must pass a
Warbands Strength test or be knocked down.
Each player rolls a D6. The highest may choose to be the 5 Orcs The warbands have become the
Attacker or the Defender. The Defender is being attention of a group of Orcs camped in the mountains. Roll a D6.
On a roll of 1-3 the Orcs arrive on the north edge of the table, on
ambushed is travelling from the east to the west table a roll of 4-6 they arrive on the south edge. There are D3+1 Orcs.
edge. He places all of his warband first. They may be They will always move towards the nearest model, charging if
placed anywhere on the road within 6'' of each other and they can do so. The Orcs have the same profile as Orc Boyz (as
no closer than 18'' to the western table edge (the described in the Mordheim Annual 2002, page 11) and carry a
sword and a shield but do not suffer from Animosity.
warband’s point of escape). The Attacker then places his
6 Stone Trolls A Stone Troll has wandered into
models anywhere on the table but no closer than 10'' to a the battle and becomes enraged, charging at the warriors. See the
Defenders model and out of line of sight. rules above for placing and attacking with the Stone Troll. The
Stone Troll has the same profile as the Troll in the Orc and Goblin
warband (as described in the Mordheim Annual 2002, page 11).

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Ending the game


The game ends as soon as the Defender gets half his
models off the western edge of the table through the pass
(fleeing models do not count) in which case he will be the
winner. Otherwise the battle continues until one warband
fails a Rout test, then the remaining warband is the
winner.

Experience
+1 Survives: If a Hero or Henchman group survives the
battle they gain +1 Experience.

+1 Winning Leader: The leader of the winning warband


gains +1 extra Experience.
(Note that due to the direness of their task, the Defender
earns double Experience Points for surviving or being
the winning leader).

+1 Per Enemy Out of Action: Any Hero earns +1


Experience for each enemy he puts out of action (this also
counts for Orcs and Trolls too).

+1 Escapes: Any Hero or Henchman group that manages


to escape earns +1 Experience.

Author Nick Kyme works on White Dwarf


right here at GW HQ. He has written
for Town Cryer on numerous
occasions, and is on the Mordheim
Rules Reviews.
Further Averlanders can be created using
Information the Empire Militia plastic sprue
and/or the plastic sprues you get in your Mordheim
boxed set.
More Mordheim Page 24 for Pit Fighter and page 52.
Website www.Mordheim.com

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