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Deployment

Jervis Johnson Presents

Battlefield Challenges

Hell Pit Abominations are terrifying creatures that meld sorcery, flesh and arcane machinery into one horrendous beast. The power needed to create such shambling horrors is substantial. Should the Master Moulders not align the things metabolic pathways correctly or if the warpstone pistons that pump its hearts do not fire in the correct sequence then the creature may well become motionless or forced into an unstable hibernation as its grotesque body fights against the alien organs, chunks of warpstone and machinery that pervade its very being. When the Tetrabeast of Foul Peak fell into such a stupor en route through the Northern Wastes the accompanying retinue of Clan Ektrik the creatures owners who bought it at great expense were at a loss. The Skaven immediately set about fighting amongst themselves as accusations were dispensed and blame apportioned. The losers of the bloody scrap were roundly blamed and slaughtered, which had the side effect of advancing a few of the more politically cunning within the Clan Ektrik force. With that settled a plan was hastily enacted. News would soon spread of the slumbering creature a great prize for Clan Ektriks many enemies be they Skaven or some other race with a grudge. The forces many Warlock Engineers, using slave labour and plundered materials, would construct a device around the Abomination that could harness the hostile weather and hopefully jump start the Tetrabeast back to life. Clan Ektrik were masters at capturing lightning and they hoped to put this skill to use. In the meantime the rest of the retinue would scuttle home to Foul Peak and bring back an army to escort the creature once it had been reanimated. When the Skaven army returned from Foul Peak they saw it was too late. Even as a great storm thundered to life overhead, an enemy had obviously found out about the clans plight and were attempting to capture the creature. The Skaven of Clan Ektrik quickly drew up battlelines and prepared to join the fight!

LIVE AGAIN!

IT WILL

The scenario is played lengthways across a 6' by 4' table, with deployment zones spread across the narrow sides. Place terrain on the battlefield as normal, with the exception being that a Hell Pit Abomination model is placed 18" from the narrow edge and 24" from the lengthways side onto one end of the table (the Skaven player choose which side). This also denotes which half of the table the enemy army will set up on. The enemy army may deploy up to 36" from the narrow edge closest to the Hell Pit Abomination. The Skaven army deploys up to 12" from the narrow edge opposite. The Skaven army must deploy their whole army first. The enemy force can then be set up within their deployment zone but units cant be placed with 12" of the Hell Pit Abomination.

The First Turn Game Length

The Skaven army has the first turn.

At the end of the sixth game turn 6, roll a D6. On a 1-3 the game ends, on a 4-6 the game continues for a seventh and final turn.

Normal victory points and conditions apply. The victory points for the Hell Pit Abomination are worked out using the normal means with an additional bonus 100 points if the enemy can slay the creature (and it has to be properly dead, if it comes back alive it doesnt count that means killing all rat swarms should it burst apart as well). So thats a bonus 335 points, if the enemy can kill it.

Victory Conditions

massive bolt of lightning has hit the conduits creating a surge of uncontrollable power. Roll a D6; on a 1-3 the probes unleash the surged power, which rakes the Abominations body. The creature loses D3 wounds and the warp accumulator is drained, next turn you must start the process of awakening the creature again, starting from zero. If you roll 4-6 then the probes successfully direct the power surge into the creatures brains instantly rousing it. The Abomination is immediately awoken and used as described below. Additionally, if any wounds have been already lost then the creature is fully restored to 6 Wounds as the power surge temporarily boosts its unnatural regenerating abilities. The active Hell Pit Abomination works exactly as described on pages 56 and 57 of the Skaven army book. Any wounds caused while the creature was dormant remain lost (unless awoken via a misfire result), but it can immediately move, charge and fight as normal. When active, the Hell Pit Abomination no longer has the 2+ ward save (as the creature rips the warpstone accumulator structure apart in its wakening throes) and uses its 4+ regenerate save as normal. Due to the way Hell Pit Abomination has been brought back to life, the creature is now even more stubborn in its refusal to die. If forced to roll on the Too Horrible to Die chart, the owning player may re-roll the result if he wishes. You may only re-roll on this table once.

Designers Notes
This scenario is all about managing your resources. The player opposing the Skaven must decide whether he should ignore the slumbering Abomination and take advantage of his deep deployment zone to counter the Skaven army, but risk a monster attacking his rear later in the battle. Or, devote units to attacking the creature while it is vulnerable even though doing so will shrink the force facing the Skaven army. The Skaven player needs to calculate whether he should focus all on attacking the enemy, or allocating units to seek out and support the Abomination. For while it is a powerful creature, on its own the Tetrabeast runs the risk of succumbing to fire and magic, gifting the enemy extra victory points. The answer for the players probably lies somewhere in between both choices. The Skaven player will need to push forward, he cant let the enemy advance and get too far away from the Abomination, or else the creature will have little effect on the battle. By the same token, driving the enemy to the creature may also be the wrong move as this will increase his imperative to kill the creature while it sleeps. For the opposing player the difficult decision will be choosing which units if any should be removed from the main line, thereby weakening his formation but giving him something to fight the Abomination with. To win youll need to make the right choices mixed in with a bit of luck rolling the artillery dice!

The Armies
12"
SKAVEN
DEPLOYMENT

Dormant: The Hell Pit Abomination starts the battle inactive. Whilst in this state the owning player may not use the Abomination. The opposing player may shoot and cast magic at it, and even attempt to charge the dormant Abomination. However, the cradle and conductors that have been constructed around the monster offer it some protection, so it counts as in hard cover and charging units are at a -2 to hit. Once in combat treat the dormant Abomination as having a WS of 1 (rat heads, tentacles and so on still twitch and bite so its not quite as simple as hitting an unmoving mound of flesh). However, while the stupefied creature is enmeshed within the cradle and warp accumulator structure it gains a 2+ ward save. The Warlocks of Clan Ektrik have placed all manner of magical wards and warp shielding around the creature to protect their investment. Should the enemy slay the Abomination while it is dormant then instead of rolling on the Too Horrible To Die chart automatically use The Rats Emerge entry as the creature splits open on the cradle spilling out swarms of rats. Its alive!: As the battle progresses the Skaven attendants scuttling about the gantries of the warp accumulator rig are desperately trying to rouse the creature using the passing lightning storm to power the warp conductors and jolt the monster back to life. At the beginning of the owning players turn roll the artillery dice, and add the number rolled to any previous results. This represents the warpstone accumulator gathering the power needed to force the creature out of its coma. When the total equals or exceeds 16 then the probes unleash a charge directly into the monsters brains and the Abomination is jolted awake. Should a misfire result on the artillery dice appear at any time when rolling for the warp accumulators then a

Special Rules

24"
NO MANS LAND

ABBOMINATION

INACTIVE

18" 24"

One side must be Skaven and pick an army from the Skaven army book to a pre-agreed points total of at least 2000 points. The Skaven army cannot select a Hell Pit Abomination. However, the Skaven army are given a free Hell Pit Abomination for the purposes of this scenario. Special rules apply for using and deploying this model as explained later. The opposing player picks an army to the matching points total from the relevant Warhammer Armies book. Note that its perfectly in keeping with the narrative for the enemy force to be another Skaven army, and if so, this force may select Hell Pit Abominations as normal.

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