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Running a campaign

In a Wyrdcry campaign, you command a warband sent into the ruined city of Mordheim in the service of a powerful faction. Each faction has their own goals, such as claiming the imperial throne, cleansing the city of corruption - or seeking eternal life - but it all revolves around the same prize: the immensely powerful (yet deeply corruptive) substance known as Wyrdstone.

The fighters in your warband are honed by each battle, and with time some of them will earn enough renown to become legendary warriors. Others will suffer lasting injuries, or simply end up dead and forgotten as their bodies are dragged away by the nameless horrors that call Mordheim home.

For each wyrdstone shard delivered to your faction, your warband will earn favour, unlocking wealth and other perks. Fresh recruits will replace crippled veterans, donning new and improved weapons and armour. Soon, the warband turns back into the city, eager to risk it all again.

Getting Started​

To start a campaign, you need a group of players (at least 2) to agree on a set number of games that you want to run (5 is a good starting point). You should also decide if you want to use any optional rules for the campaign.

The Warband Roster​

All participating players need a warband roster. The roster contains a list of all the fighters in your warband, their equipment, renown and any heroic talents or injuries they have gained throughout the campaign. The warband roster also keeps track of your warband’s favour and faction standing.

Campaign Battles​

With a warband roster ready, you and your opponents may clash in campaign battles using the rules found in the rulebook.

Pairings​

How players are paired for campaign battles is entirely up to your play group.

One common option is a Swiss-style pairing, where winners are matched against other winners. A more relaxed approach is a round robin, where everyone who shows up to your weekend get-together plays each other once.

Alternatively, your group could adopt a challenger system, where the warband with the lowest Reputation chooses its opponent, giving trailing warbands a chance to catch up.

The Aftermath Sequence​

At the end of each battle, you and your opponent must go through an Aftermath Sequence, in which you determine if any of your fighters have suffered injuries or been killed. Your fighters will earn renown, and you will have the opportunity to send a search party to explore the city for additional loot.

Campaign Winner​

At the end of the campaign the warband with the highest Reputation is the winner. The heroes will want to cash out their hard-earned earnings (before their wyrdlung rot catches up with them) and the henchmen will go on forming other warbands. The cycle of madness will continue for centuries still, and in the end there are no true winners.

Optional Rules​

If all players agree, you may decide to enrich your campaign with optional rules:

  • Hired Swords offer warbands access to powerful fighters and mighty wizards that will bolster them in battle.
  • Underdogs will help weaker warbands to catch up, as some warbands will inevitably grow stronger than others.