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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

  1. Determine Cultist Warband:
    • Roll off or resolve bidding.
    • The Cultist warband sets up first, within 8" of the Unholy Altar.
  2. 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.
  3. 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:
D6Effect
1All models take a Str 2 hit (ethereal fire).
2Random warband loses a turn (frozen in time).
3Fog descends — range of all missile fire halved this turn.
4Shadows scream — all fear tests at -1.
5Daemonic whispering — all leadership tests at -1.
6Chaos 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.