Scenario : The Storms of Chaos

By Jefe and Malbadon.

A vortex of chaos probability has lodged over this portion of Mordheim, possibly due to the abundance of wyrdstone or the attention of one of the greater Chaos Lords. As the warbands enter the region in search of the glowing treasure, they feel a sense of empowerment infusing them that seems to come from the very air they breathe and the ground upon which they stand. Mystical runes imprint themselves in the mind of each hero as they step deeper into the area, and a certainty that they can now ‘effect’ the world sinks into their very bones. The game is definitely afoot.

Terrain

Each player takes it in turn to place a piece of terrain. An area of 4’ x 4’ is suggested.

Warbands

Players use the normal warband set-up rules.

Special rules

The Chaos energies in this region have affected all Heroes in this game. After Deployment but before the first turn all players will roll on the Chaos Energies chart for each Hero in their warband. That Hero gains the ability to cast the spell he rolls for the duration of the game. Each time he successfully casts the spell he must roll a D6. On a roll of 1, the model takes a wound.

Chaos Energies: Rolls 1D6 to determine which spell list your spell comes from, then roll a D6 on that list to determine the spell.

Roll Type 1 2 3 4 5 6
  Chaos Rituals Vision of Torment Eye of God Dark Blood Lure of Chaos Wings of Darkness Word of Pain

Heroes of Warbands protected by Sigmar, Ulrich and Taal (or warbands blessed with a priest) are protected from this effect due to the Blessing their god. Heroes of Godly warbands recieve the power of Enlightened Touch instead of a spell.

Enlightened Touch: Heroes of warbands protected by Sigmar, Ulrich and Taal (or warbands blessed with a priest) are protected from this effect due to the Blessing their god. They receive a 4+ spell save while in this region. If the save is made the spell is reflected back upon its caster.

Starting the Game

Each player rolls a D6. The player rolling highest has the first turn, and order of play proceeds clockwise around the table.

Ending the game

The game ends when all warbands but one(or alliance) have routed.

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 Experience.
  • +1 Per Enemy out of action. Any Hero earns +1 Experience for each enemy he puts out of action.

Aftermath

So infused is this area that each warband may be blessed with a single hero who retains their spell casting ability. Roll a D6 for each hero. On a 6 the hero retains the spell learned in this scenario. The winning warband members have spent an extended amount of time in this region granting them the ability to keep the spell on a 5+. If multiple sixes are rolled the player chooses from those heroes which one keeps their spell. The spell retains its drawback, each time he successfully casts the spell he must roll a D6. On a roll of 1, the model takes a wound.

Heroes of Priestly warbands will similarly have a chance to maintain Enlightened Touch. One hero only may retain the spell save granted by their God. Roll a d 6 for each hero and on a roll of 6, the hero gets an opportunity to keep its save. Multiple rolls of 6 simply allow the player to choose which hero keeps their spell.

This scenario may only be played once by each warband in any campaign.

Resources

Resources and Materials for use with our Mordheim Campaign.