
Black Pit Settlers
(Chapter 1)
Scenario 4: Black Pit Settlers
- This mission is based on the Occupy scenario from the Mordheim rulebook.
The poorest of Mordheim have been wandering the toxic burgs of the city for almost a month with no place to live. In the recently established camps of Sigmar’s Haven, Brigandsburg and Cutthroat’s Den the destitute are either turned away, taken advantage of, or worse. So they have taken to hiding amid the freakish dangers Mordheim or exposing themselves to the sopping cold environs beyond the city’s walls. Now a large gathering of these impoverished folk ask for your help to find and secure an area they can establish as their own.
Scenario Summation
Warbands have 8 turns in which to seize a majority of 5 objective terrain pieces on the table or be the last warband on the table to win the game.
No routs in this battle, but warbands may voluntarily rout.
Rural terrain
All warbands earn a reward, but only a winning warband gains a Loyalty Point.
A healing effect can be found in game.
What You Need For The Game
Rural terrain, including 5 objective terrain features
Settlement
The Black Pit
Black Pit citizens (soon to be called “Pitters”), out of great appreciation, help warbands search Mordheim for wyrdstone & valuables. All warbands participating in this scenario (whether you win or lose) can change one exploration die during the post battle sequence to any result you wish. The winner of the scenario additionally receives 1 Loyalty Point to The Black Pit.
Reward
Place rural terrain normally. Mark 5 pieces of terrain to represent what will become the core of the Black Pit settlement. These are the objectives of the scenario.
Terrain (rural)
Deployment
Warbands deploy normally, by rolling off.
After deployment place random fortune markers. Roll a D66 on the random fortune table for any random fortune discoveries after the first (see violet morels below).
Random Fortune
Secure the Perimeter: The goal of this scenario is to definitively seize as many of the objective terrain pieces as possible. An objective is seized if at least one of your standing models is on or inside while no standing enemy models are. Just touching an objective is not occupying it.
Special Rules
Sympathy for the Rabble: Warbands are moved to help the Pitters. No rout tests need to be taken during this scenario, but warbands may voluntarily rout.
Violet Morels: The first successful random fortune discovery made is automatically a patch of violet morels found by the warrior. Do not roll on the random fortune table. The mushrooms are a light carried item. If no random fortune discoveries are made, the last random fortune marker on the table is automatically the violet morels (no dice rolls, just come into base contact with the marker). The mushrooms provide access to the healing effect named Purple Haze.
Starting the Game
Determine order of play normally, by rolling off.
The game lasts a maximum of eight turns (when Pitters arrive) or whenever there is only one warband left on the table. The winner is the warband which occupies the most objectives when the game ends or the last warband on the table if others have fled. Should no warband occupy more objectives than another, the game is a draw (no Loyalty Point).
Ending the Game
+1 Survives
+1 to the Winning Leader
+1 Per Enemy Out of Action
Experience
Scenario Item Descriptions
The warband which controls the violet morels at the game’s end can share them with Hildegund Geistigkopf, the Black Pit’s most respected (and slightly feared) “wise woman” to gain one future use of Purple Haze, a healing effect. Purple haze is a tailored remedy brewed by Hildegund which can heal, but with various side effects. Should a warrior using purple haze to re-roll serious injuries survive, roll another D6 and consult the table below:
Purple Haze
Purple Haze Side Effects
1 - Coma: the warrior must miss the next game (or an additional game if already missing games).
2 - Hallucinations: the warrior becomes subject to stupidity for the next game.
3 - Bad Trip: the warrior suffers from fear of all enemy models during the next game.
4 - Hysteric Fever: For the next game, the warrior is subject to frenzy.
5 - Comfortably Numb: the warrior’s senses are dulled for the next game. Their Toughness is increased by +1 due to not feeling much pain, but should the warrior go out of action they must roll twice for serious injuries and accept the lower result.
6 - Rapport with Ryha: the warrior experiences an insight into their deeper nature. If a hero, increase their experience enough to gain an advance roll. If a henchmen, they automatically become a hero as if they had rolled That Lad’s Got Talent on the henchmen advance table.
Victory Value (optional): 1
Post Game
Remember to secure any uncontrolled carried items (including random fortune discoveries, but not random fortune markers) when the game ends.
Fill out your end of turn data sheet and send it to your campaign administrator.