Mayhem in Mordheim

Public Beta 1.0

You watch as signs of smoke waft skyward from the ruins of the once proud city of Mordheim.
“Aye, fires still fester in the city, almost a month now after the Doom,” berates Luthor Wolfenbaum, a.k.a. the Crimson Blade. Luthor, a mercenary from Reikland has become a local legend in the weeks after Mordheim’s destruction. He was the only survivor from a company of soldiers who reportedly first encountered mutants and beastmen near “the Pit” where the comet fell. Luthor turns and points directly at you.
“Hah! The ruins may smoulder but YOUR heart BURNS. Burns with ‘twin-tailed fever’, the promise of quick wealth and renown. Don’t deny it! I see it in your eyes lad.… I’ve seen it in many.”
“Go on then!” taunts Luthor, “See what fortune you can pry from the refuse.” 
Adding with a smirk somewhere between a smile and a sneer, “…then see how long you can keep your bounty from the wretches and marauders who lie waiting in the chaos and mayhem."

Welcome to Mayhem in Mordheim, a fan made campaign for the Mordheim miniatures game by Games Workshop Ltd ® which takes place in the classic setting of the doomed city. Designed for 4–10 warbands, this tale follows the events and struggles of both the fortunates who survived Mordheim’s destruction as well as those who are trying to profit from it. Your warband certainly belongs to the latter! The start date of the campaign is the spring of 2000 I.C., the 10th of Jahrdrug, some 4-5 weeks after the comet struck the city (which locals call the Doom). You can play a short campaign of 10 turns (also called chapters) or a long campaign of 20 chapters which climaxes on the night of Geheimnistag.

This is not a beginner’s campaign. Strong familiarity with the Mordheim game is highly recommended to play Mayhem in Mordheim. As a long time fan of narrative games, I knowingly designed this story for experienced players of Mordheim to create a chain of scenarios which when played felt even more akin to an rpg or a novel than what this beloved wargame already imparts. Mayhem in Mordheim is a mix of the campaign rules found in the Mordheim rulebook with this narrative’s added goals and unique scenarios. The additional rules and the strategies that follow from them can overwhelm new players learning to play for the first time. Finally, this campaign requires an administrator/game master proficient with the Mordheim rules to run the story. This can be a dedicated person for the entire campaign or a responsibility which is shared between experienced players. My hope is give back to our fantastic community a campaign that is both entertaining and introduces new challenges for long time players of Mordheim.

Beyond a single new mechanic (carried items), the Mayhem in Mordheim campaign rules have little effect on table top play, so any house rules you have should work normally. The special rules of individual scenarios may alter some play for that particular game. Your gaming group just needs to decide which warbands you allow, plus any optional & house rules you prefer. The post battle sequence from the Mordheim rulebook is in normal use with little to no changes, just a few additions.

Timo Kurvi

Campaign Designer

P.S. This website is still in development. Most of the text of the short campaign (10 turns) is finished and will (hopefully) be released in a timely fashion. Details on updates can be found on the developer blog.

Mayhem in Mordheim in a comet-shell

At the start of each Mayhem in Mordheim (MiM) webpage is an encapsulation of the section’s rules called in a comet-shell. While the full rules cover all details, including exceptions and descriptions of what game mechanics represent, for those who wish to quickly grasp how a rule set functions, the “in a comet–shell” summary should get you up to speed. Links to the full rules of key mechanics are included.

The full rules always takes precedence over any discrepancy or imprecision from in-a-comet–shell summaries.