Mayhemheim
An original campaign for Mordheim where brutal narrative meets competitive intensity!
Public Beta 1.0
Hello fellow Mordheimers,
I'm excited to share something I've been crafting for a long time: Mayhemheim — a new campaign designed for players who love deep narrative, fierce competition, and everything in between.
While this is my first time formally publishing a campaign, I’ve spent decades designing and playing both wargaming and RPG content. This public beta is an opportunity to refine the system with your input. I’d deeply appreciate any and all feedback!
Mayhemheim is more complex than many existing campaigns, and it's best suited to experienced players or newcomers guided by veterans. It aims to balance strong storytelling with competitive intensity — a blend that reflects what I believe Mordheim does best.
Rather than isolating each warband with their own goals, Mayhemheim introduces shared narrative objectives and direct conflict over scarce resources. This creates a more interconnected and dramatic experience, without sacrificing the storytelling heart of the game.
I hope you enjoy exploring Mayhemheim as much as I’ve enjoyed building it.
Timo Kurvi,
Campaign Designer
Mayhemheim in a comet-shell
Mayhemheim is a campaign designed for 4–10 warbands, where each Chapter (campaign turn) presents up to 4 unique scenarios that reveal our story. Your warband will take part in one such mission each campaign turn. After playing all 10 chapters the campaign ends and the warband with the most Mayhem Victory Points (mvps) wins.
Hoarding Wyrdstone
Wyrdstone is the greatest source of mvps in the campaign. That is, unsold wyrdstone, which warbands stockpile to someday take with them when they leave Mordheim. This treasury is no longer stored in some abstract hidey hole, it must be brought onto the table top and defended for most games. This opens the opportunity for you to make off with the treasure chests of opposing warbands if you can!
Other mvps come from Dark Artefacts that can be found in our story and the achievements of individual warriors.
Settlements of Mordheim
The four surrounding camps which formed in the aftermath of the Doom of Mordheim are sources for many of the scenarios each chapter. As warbands succeed in missions they earn Loyalty from the citizens and leaders of these settlements. Loyalty makes gaining new missions easier and earns support from these factions which can improve your opportunities to find, steal, or protect wyrdstone.
Navigating Mordheim Mayhem
As a campaign beta, I chose to publish Mayhemheim as a website instead of a pdf. This way I can make & document changes much easier as the campaign takes shape. To get the clearest understanding I suggest reading the Campaign Rules in the following order:
Basic Campaign rules (enough to get you started)
Mayhem Chapters (the scenarios as they develop)
Optional Expansions (when you’ve got the basics)
The sections above are all that players need to understand and take part in Mordheim Mayhem. There are no critical spoilers, however, if taking part in the campaign for the first time, you may wish not to read beyond the chapter you are playing in order to fully delight in the twists and turns taken by our tale.
The further sections include a guide for the Campaign Administrator, as well as rosters, worksheets, and pages where campaign elements from scenarios to characters are listed for quick reference.
Administrator Guide (under construction). Full details on how to run Mayhemheim. This section goes deeper into the mechanics of the campaign.
Supporting Gubbins. Materials for your campaign from Warband Rosters to Data Worksheets.
Appendices. Described herein are all elements of the campaign from each scenario, to individual characters, to odd and ends like specific artefacts or fully detailed side quests.
At the end of many pages are links to the preceding and following pages of the section so they can be read in the intended order. Throughout the site are links to specific rules that are found on either different pages or later on the same page. Navigating back and forth between such details will hopefully help you learn/remember rules more easily.
Finally, at the bottom of each page is a full index of the website’s sections for ease of navigation to find what you want.
“in a comet-shell” summaries
A summary of rules called in a comet-shell appears at the beginning of most sections. 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” overview will give you enough to get playing. Links to the full rules of key mechanics are included.
The full rules always take precedence over any discrepancy or imprecision from in a comet–shell summaries.
Play Testers
Kim Bäckroos, Kalle Dasilva, Nicklas Forss, Thomas Forss, Juho Hiltunen, Jarno Jalonen, Aki Kanerva, Toni Kuisma, Arto Kulmala, Jussi Kyrönseppä, Travis Larson, Sarah Lindström, Jussi Löytökorpi, Juha Luoma, Aleksis Meaney, Pekka Meskanen, Lasse Nevala, Eino Pihkala, Simo Pihkala, Tatu Puukko, Tommi Rämä, Fredrik Roos, Jarkko Silmu, Jake Suda, Eetu Tarkamo, Jukka Teräs, and Ville Toiviainen
Special Thanks
Jussi Löytökorpi
Thomas and Nicklas Forss
Aki Kanerva
Zuher “Supi” Turbi (Oh My Game–FLGS)
Game Factory (Maria 01)
