Those that flock to Mordheim ·  · 2012-07-09the Streets in the Mordheim 2002 Annual or on the...

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96 MORDHEIM The Story So Far... Soloman Vantor, High Priest of Morr has been changed by the chunks of altering wyrdstone buried deep in the earth of Mordheim. Crazed with power and seduced by delusions of godhood, Soloman has constructed a device of evil - a Soul Engine, capable of trapping souls and using them to fuel his power and desires of ascension. Soloman's will does not go unchallenged however; six priests, the original acolytes of Vantor, have ventured back to the City of the Damned to prevent the ritual. Little do they realise they are being drawn slowly, inexorably into a trap. For only if Soloman can claim the souls of the six priests will his godhood be assured. The priests and their followers, warbands of brave warriors and despicable villains, have battled each other to reach the Temple of Morr and the final confrontation with Vantor. The outcome? In the balance… “If Soloman can claim the souls of the six priests his godhood be assured” Andy: My warband, Kliver's Bows are one of those who disappear without trace in Mordheim. So, where did it all go wrong? In a word: Youngbloods. Losing my Heroes early on against the Witch Hunters (my Champions died and Kliver suffered a deep wound), meant no income. The next few games were little better, with the enocunter against Owen a clinical killing exercise by his Vampire. At least with some Youngbloods hanging around, staying out of trouble, I could've generated some income and replenished my losses. Ah well... James: I emerged from my fist two games with one win, no deaths, few injuries, a good haul of gold, an extra attack for each Possessed and an evil grin on my face! Game three was one of those rare occurrences when every dice I rolled was great and every dice my opponent rolled was terrible, resulting in me wiping out every last Dwarf in Rik's warband and gaining much experience. Against Nick’s Witch Hunters though, every dice I rolled was terrible and every dice he rolled was great! I lost the game and a Beastmen... permanently. In my final game – The Gaol – things fell apart. I split my attack to try and take out Andy’s Reiklanders and the Gaoler at once, but the Gaoler ripped through my warband and I lost the battle. Andy Hall Those that flock to Mordheim... At the time of Mordheim the Empire is fractured and as a player www.games-workshop.co.uk/mordheim 97 James Griffiths S crew your courage to the sticking post, brave traveller, as we journey to the City of the Damned for the last time. Our destination is the Temple of Morr and the final battle for the fate of the lost souls of Mordheim… In this final instalment of the White Dwarf Mordheim campaign we reveal the final multi-player scenario, feature the remaining two warbands and discover who the victor of the campaign will be.

Transcript of Those that flock to Mordheim ·  · 2012-07-09the Streets in the Mordheim 2002 Annual or on the...

Page 1: Those that flock to Mordheim ·  · 2012-07-09the Streets in the Mordheim 2002 Annual or on the specialist games website). The warbands have fought long and hard to make it this

96 MORDHEIM

The Story So Far...Soloman Vantor, High Priest of Morr hasbeen changed by the chunks of alteringwyrdstone buried deep in the earth ofMordheim. Crazed with power andseduced by delusions of godhood,Soloman has constructed a device of evil- a Soul Engine, capable of trappingsouls and using them to fuel his powerand desires of ascension.

Soloman's will does not gounchallenged however; six priests, theoriginal acolytes of Vantor, haveventured back to the City of theDamned to prevent the ritual. Little dothey realise they are being drawn slowly,inexorably into a trap. For only ifSoloman can claim the souls of the sixpriests will his godhood be assured.

The priests and their followers,warbands of brave warriors anddespicable villains, have battled eachother to reach the Temple of Morr andthe final confrontation with Vantor.

The outcome? In the balance…

“If Soloman can claim the souls of the sixpriests his godhood be assured”

Andy: My warband,Kliver's Bows are oneof those whodisappear withouttrace in Mordheim.So, where did it all gowrong? In a word:Youngbloods.

Losing my Heroes early on against theWitch Hunters (my Champions died andKliver suffered a deep wound), meantno income.

The next few games were little better,with the enocunter against Owen aclinical killing exercise by his Vampire.At least with some Youngbloods hangingaround, staying out of trouble, Icould've generated some income andreplenished my losses. Ah well...

James: I emergedfrom my fist twogames with one win,no deaths, fewinjuries, a good haulof gold, an extraattack for eachPossessed and an evilgrin on my face!

Game three was one of those rareoccurrences when every dice I rolledwas great and every dice my opponentrolled was terrible, resulting in mewiping out every last Dwarf in Rik'swarband and gaining much experience.

Against Nick’s Witch Hunters though,every dice I rolled was terrible and everydice he rolled was great! I lost the gameand a Beastmen... permanently.

In my final game – The Gaol – things fellapart. I split my attack to try and takeout Andy’s Reiklanders and the Gaolerat once, but the Gaoler ripped throughmy warband and I lost the battle.

Andy Hall

Those that flock to Mordheim...At the time of Mordheim the Empire is fractured and as a player

www.games-workshop.co.uk/mordheim 97

James Griffiths

Screw your courage to thesticking post, bravetraveller, as we journey to

the City of the Damned for thelast time. Our destination is theTemple of Morr and the finalbattle for the fate of the lost soulsof Mordheim…

In this final instalment of theWhite Dwarf Mordheim campaignwe reveal the final multi-playerscenario, feature the remainingtwo warbands and discover whothe victor of the campaign will be.

Page 2: Those that flock to Mordheim ·  · 2012-07-09the Streets in the Mordheim 2002 Annual or on the specialist games website). The warbands have fought long and hard to make it this

www.games-workshop.co.uk/mordheim 99

Soloman Vantor – HighPriest of Morr Once thebenevolentbenefactor ofMordheim'sdeceased,Soloman'squest begannobly enoughbut now he is aravingmadman.Imbued by thewyrdstonesaturating thedamned city,Soloman hasbecome a deadly creature.

Soloman has the following profile:

M WS BS S T W I A Ld4 3 2 4 4 3 6 2 9

Weapons/Armour: Vantor is armedwith a staff and wears light armour.

Skills and Mutations: Fuelled byprolonged wyrdstone exposure andthe power from the souls he hasalready gathered, Vantor has becomemore than just a mere mortal. He hasthe skills; Step Aside, Mighty Blow,Resilient, Lightning Reflexes andDodge. Vantor also bears the followingmutations; Daemon Soul and Hideous(this is more a result of the dreadenergy surrounding him from the SoulEngine rather than any horrificphysical abnormality).

special rulesSoul powers: Soloman has alreadydeveloped powers over the dead,seeking to become a version of Morrhimself, albeit a dark and crazed one.He already has the power Portent.Each time a Priest of Morr is taken outof action during the battle Solomanmay increase in power. The effects ofwhich are detailed in the table below.

Priests Power0 Portent Vantor may re-roll all

Step Aside and Dodge rolls. Thesecond result stands.

1-2 Dread Aura All hand-to-handattacks against Vantor suffer a -1to hit. Warriors immune topsychology are unaffected.

3 Resurrection At the end of histurn, Vantor can ressurect D3 ofhis disciples taken out of actionof a roll of 5+.

4-5 Hand of Death Vantor now fightsas unarmed but suffers nopenalties from it. If he rolls a 6to hit, he automatically woundsand for any wounding hit headds +1 to injury rolls andignores Armour saves.

6 Path to Godhood Vantor adds +1to his Attacks, Strength andToughness, and has the rulesSkull of Iron and Staggered, butnot down (see p34 of Chaos onthe Streets in the Mordheim2002 Annual or on the specialistgames website).

The warbands have fought long and hardto make it this far. Now, upon theblasted grounds of the Temple of Morrdo they meet; all of Vantor's banishedPriest's together at last. Across the ruinedstructure of the great temple do theystare at each other, in its highest tower aneldritch light blazes. Here lies the SoulEngine - they can feel its very powerdraining the life out of them as theystand there - the culmination of the HighPriest's madness. Vantor must be destroyedand his nefarious machine with him, forgood or ill…

special rulesMorr's Blessing: Though it wasSoloman Vantor’s subterfuge that drewthe Priests to Mordheim, it is Morr's willthat they should stop him from thesacrilege he is trying to enact. If any ofthe Priests of Morr are injured andcannot take part in the final scenariothey will be available for the game butsuffer a -1 to Strength and Toughness.

Soul Engine: This evil device, wroughtfrom the tainted iron littering Mordheimand bent into shape by dark magicks,throbs with malevolent sentience. Anywarrior within 8" of the Soul Engine(barring Soloman Vantor) at the start oftheir turn must try to resist its evileffects by passing a Leadership test. Ifthey fail they instantly suffer a woundwith no Save for anything.

Any model that is taken out of action inthis way adds +1 to Soloman Vantor'sWounds (this can take him above hisstarting level). If any of the Priests aretaken out of action for any reason in thegame, their souls will instantly beconsumed by the Soul Engine andincrease Soloman's power (see below).

The Soul Engine, whether its power iscoveted by the Warbands or shunned bythem, must be destroyed. It has thefollowing profile:

Toughness 6 Wounds 4

The Soul Engine is tough and the onlysure way to be rid of it is to tear it apartin close combat, as such any woundscaused by missile fire or magic areignored on a roll of 3, 4, 5 or 6.

The Disciples of Vantor: These foulwretches, who serve Vantor, count asDregs armed with clubs.

Moving and Fighting with Vantor andhis disciples: Vantor and his disciplesare effectively treated as an extra playereach turn. They will move and fight afterthe last player takes their turn.

Vantor will always remain within 3” ofthe Soul Engine, but if a warrior is onthe same level as him and within chargedistance, he will charge them. If hetakes the model out of action he willthen move back to within 3” of the SoulEngine. He will never move off the levelwith the Soul Engine on for any reason.

The disciples move in groups of two.Each model in a group must remainwithin 3” of each other at all times. Theywill remain at 10” away from the SoulEngine unless a model approacheswithin charge distance, in which casethey will charge them. After the combatis over they will move back to 10” awayfrom the Soul Engine.

Both Soloman and the disciples areimmune to psychology, All Alone testsand will not Rout.

ending the gameUnlike most games of Mordheim, thegame ends as soon as the Soul Engine isdestroyed. The warband that achievesthis is deemed the winner and indeedthe winner of the campaign!

However... If Soloman Vantor managesto survive and all the warbands aredestroyed or routed then all the players

The warbands have fought their wayto the grounds of the Temple of Morrand find their adversaries there too.There can only be one victor now;overthrow Vantor and defeat yourenemies – to battle!

terrainThis scenario is staged over a 4'x6' area.The Temple of Morr should be placed inthe middle of the table with the SoulEngine at its centre (use a counter orsmall coin to represent it if you don’thave a suitable model) and issurrounded by various small ruins,graves, mausoluems etc representingthe temple grounds.

multiplayer gameThe Temple of Morr scenario is amultiplayer game. For all the rules onhow to set-up and the order of play,download the Chaos on the Streetsrules from:www.specialist-games.com/mordheim

And look for it in the Articles section. Ifyou are fortunate enough to own a copyof the Mordheim Annual 2002, the rulescan also be found there on page 26.

set-upSee the Chaos on the Streets rules.Please note the Warband with thehighest rating automatically goes firstand chooses which segment to set upin. Soloman Vantor is placed inside theTemple within 2" of the Soul Engine. Hisderanged disciples accompany Vantor,and they should be placed 10" awayfrom the Soul Engine. There are eightdisciples and two should face towardeach of the table edges.

have failed and Vantor will go onreaping souls until another band ofheroes can stop him…

experience+1 Survives. If a Hero or Henchmangroup survives the battle they gain +1Experience.

+1 Winning Leader. The leader of thewinning warband gains +1 Experience.

+1 Per Enemy Out of Action. A Herogains +1 Experience for each enemy heputs out of action. This includes any ofVantor's disciples.

+2 Destroys Soul Engine. A Herogains +2 Experience for destroying theSoul Engine.

+2 Slays Soloman Vantor. A Herogains +2 Experience for taking SolomanVantor out of action.

And so it was revealed that the dream-visions the Priests of Morr believed tohave been sent by the Death God were

a ruse by Vantor to gather them in one placeso he could feast on their souls and attaindominion over all mortals. As the Priests andtheir accompanying warbands surrounded theruined temple, all knew a reckoning was closebut would they serve their own petty agendasor fight for the salvation of the war-tornworld?

Wyat Lagus set his warband of foul chaoscreatures on the Reiklander Mercenaries. Abloody fight ensued inside a ruined building;four mercenaries went down before theyfinally killed a corrupted Ogre. ReinhartMortarian, the priest who had hired theReikalnders, slew one of the foul Possessedwith a vial of holy water.

Meanwhile, numerous warbands clashed at thestairs to the main entrance, each desperate tobe the first to enter the great temple ruin.With the aid of his Dire Wolves it wasMalachias von Carstein who took that honour,charging Vantor with preternatural fury.However, the Arch-Priest of Death was barelyhuman and even the Vampire struggled as theytraded blows.

As Malachias and Vantor fought, Beastmenflooded into the temple ante-chamber that wasdominated by the soul engine; a gyroscopicmass of spinning metal rings, a large chunk ofwyrdstone hung at its centre. As morecreatures entered, the dread machine bean totake its toll. Spirit forms were visibly rippedfrom their bodies and sucked into the glowingwyrdstone; the gyroscopic rings spun faster.Laughing manically, Vantor launched himselfat Malachias, just as Borin Fatalismus, crashedthrough the stained-glass window.

Distracted, Malchias struck Vantor a fatalblow and the corrupted Priest fell, mortallywounded. Vantor crawled towards his soulengine but Borin prayed to Morr and his godsevered Vantor from his mortal coil. TheArch-Priest would go and meet his betrayedmaster.

Borin approached the soul engine, wary of theVampire skulking close by. He immediatelyfelt its power; maybe he could put themachine to good use? End the needlesssuffering of so many in this dark time? As ifreading his thoughts the Vampire hissed, andthrew his black blade into the wyrdstone coreof the machine. The stone shattered and thelarge metal rings spun erratically and thenbroke apart, metal shards flying in alldifferent directions.

The temple collapsed. The citizens of the OldWorld blissfully unaware that their meagrelives had been saved by a creature of pureevil…

98 MORDHEIM

AndreasHalstadt,

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100 MORDHEIM www.games-workshop.co.uk/mordheim 101

Hirelings bought for the final game – even LadyMagritta of Marienburg doesn’t have this much muscle!Hirelings bought for the final game – even LadyMagritta of Marienburg doesn’t have this much muscle!