Scenario - Dark Ritual
Type: Multiplayer (2+ warbands)
Setting: Occult conflict in ruined Mordheim
Theme: Stop the ritual before it's completed — or ensure it's completed for dark power.
Background
The broken city of Mordheim draws not only treasure seekers, but cults and madmen who worship the dark powers. In a shattered chapel deep in the ruins, a foul ritual is underway — and it must be either stopped, or completed, depending on your allegiance.
Warbands
- Number of Players: 2 to 4 warbands
- Special Note: One warband (randomly determined) starts as the Cultists — those conducting the ritual. The others are Interrupters.
- If more than 2 warbands: players may secretly bid gold crowns (0–30) during setup to become the Cultists.
Terrain
- Use a ruined temple, chapel, or central plaza as the focal point.
- Place an Unholy Altar at the center of the board.
- Random scatter terrain surrounds the center, allowing approach from all sides.
- 4–6 Ritual Circles (objectives) are placed evenly within 6"–10" of the Altar.
Setup
- Determine Cultist Warband:
- Roll off or resolve bidding.
- The Cultist warband sets up first, within 8" of the Unholy Altar.
- Interrupters deploy randomly:
- Roll a D6 for each and assign a board edge (1–4 for edges, 5–6 choose).
- Deploy within 6" of that edge.
- Place Ritual Tokens face down (one is the True Focus) — only the Cultists know which.
Objectives
- Cultists: Complete the ritual (see below) by the end of turn 8 or eliminate all enemies.
- Interrupters: Stop the ritual by disrupting all ritual circles or taking down the Altar bearer.
Special Rules
The Ritual
- The Cultists must complete 3 successful Ritual Actions:
- A Ritual Action is a full-turn action taken by a hero in base contact with a Ritual Circle.
- Roll a Leadership test. On success, place a Ritual Success marker.
- Ritual Circles can be used only once.
- If 3 Ritual Success markers are placed and the Altar bearer survives until end of turn 8, the ritual is completed.
Unholy Altar
- Treated as a large object; may not be moved.
- If an Interrupter model ends its turn in base contact, they may destroy it on a D6 roll of 6.
- +1 to roll for each other friendly model in contact.
- Destroying the altar cancels all Ritual Progress immediately.
Chaos Powers Intervene
- At the start of each turn, roll a D6:
- On a 6, strange powers warp the battlefield.
- Roll a D6 on the following table:
- On a 6, strange powers warp the battlefield.
| D6 | Effect |
|---|---|
| 1 | All models take a Str 2 hit (ethereal fire). |
| 2 | Random warband loses a turn (frozen in time). |
| 3 | Fog descends — range of all missile fire halved this turn. |
| 4 | Shadows scream — all fear tests at -1. |
| 5 | Daemonic whispering — all leadership tests at -1. |
| 6 | Chaos surge — random Ritual Circle becomes unusable (explodes). |
Ending the Game
- Game ends after 8 turns or if only one warband remains.
- Victory Conditions:
- Cultists Victory: Ritual completed.
- Interrupters Victory: Ritual stopped or Cultists routed/eliminated.
Experience
- +1 Survives Battle
- +1 Per Enemy Out of Action
- +1 For completing or disrupting a Ritual Circle
- +2 If your warband destroyed the Altar
- +2 If your warband completed the ritual
Optional Twist
- After the ritual is completed or stopped, a random Daemon is summoned!
- Use a profile from the Possessed or Chaos Daemons list.
- It acts independently and attacks all nearby models at random.