|A living death awaits us all.|
It is hard to imagine Mordheim is twenty years old; it means that I have been a part of this hobby for over two decades! And while I never got the opportunity to play the game when it was first released, I remember poring over each new issue of White Dwarf, looking at the new warbands being released, battle reports, and their dedicated magazine the Town Cryer. Games Workshop’s skirmish games have always been my favorite games they release, with GorkaMorka being the first of their games we really played extensively. Games like Necromunda, Inquisitor, and Mordheim allow the player to dive deeply into the strange and morbid worlds Games Workshop has created, and actively encourage you to carve out your own unique niche within their creation. Mordheim 2019 has been a fantastic opportunity to explore the Old World like I have always wanted to, building upon imagery and models that have always inspired us. While Alex defined the basic motivations behind the major factions, Tears of Envy, another incredible hobbyist involved in the event (who made Mordheim 2019’s excellent logo), had the fantastic idea of looking at the city of Mordheim through the lens of the Strugatsky brothers’ Roadside Picnic/Stalker. This science fiction classic explores the aftermath of an extraterrestrial visitation. Despite the alien visitors abrupt departure, their presence irrevocably and mysteriously changed the environment where they visited. These “Zones” were eventually cordoned off from the wider world to be studied. Could the meteorite that hit Mordheim have a similar effect, and what would happen to the city after being poisoned by this wyrdstone for 20 years? How would its inhabitants and the city itself be affected and corrupted? And what sort of adventurers would risk their lives to find fortune by venturing into the City of the Damned? This concept really captured my imagination, leading me to start experimenting with different warband designs.