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Destroy the Chaos Heart
A BEASTMAN THEMED SCENARIO

Eric Sarlin of the US Studio wrote this new scenario to coincide with the release of Warhammer Armies: Beasts of Chaos.This is a full-fledged battle for which you'll need an entire Beasts of Chaos army (and an opponent to fight!).

Herdstone

OVERVIEW

Herdstones play many important roles in the culture of the Beasts of Chaos. The stones, sometimes known as Chaos Hearts, serve as gathering places, festival grounds, religious altars, and feasting sites. Herdstones are sometimes protected by powerful Minotaurs, who make it their duty to defend the sacred sites with their lives.

In this scenario, the Beasts of Chaos must defend their herdstone from an attacking army. The Attackers could be traditional Beastmen enemies who seek to destroy the herdstone and diminish the power base of the local tribe. Alternatively, the Attackers could be another Beasts of Chaos force that seeks to challenge the authority of the defending tribe and seize control of the herdstone.

ARMIES

Both armies are chosen from the Warhammer Army lists to an agreed points value. The Beasts of Chaos force is always the Defender. If both armies are Beasts of Chaos forces, the players may either decide who will play the roles of Attacker and Defender or dice off to determine who will attack and defend.

BATTLEFIELD

Set up an area of at least 4' x 6'. The herdstone is placed in the centre of the Beasts of Chaos deployment zone, 6" from the table edge. The rest of the board should represent a forested area. Much of the table should be covered with trees, rock piles, small hills, brush, and the like. This forest terrain should be set up in any mutually agreeable manner.

DEPLOYMENT

1. Both players roll a die. The higher scoring player may choose whether to start deploying first or second.
2. Taking it in turns, each player deploys one unit at a time, at least 24" from the opposing deployment zone.
3. All war machines in a player’s army are deployed at the same time, though they can be deployed in different parts of the battlefield.
4. One Defending unit of Minotaurs, if deployed within 8" of the herdstone, may be nominated Herdstone Defenders (see below).
5. Champions are deployed with their units. All other characters are deployed after all other units, all at the same time.
6. Attacking units with special deployment rules such as Scouts, Ambush, and the like may be deployed (or, where applicable, held in reserve) per their usual rules. The Defenders may NOT take advantage of any special deployment rules, as they have been taken by surprise and also will not abandon the herdstone, even for a tactical advantage.

WHO GOES FIRST?

The Attackers get the first turn.

LENGTH OF GAME

The game lasts 6 turns or until the herdstone is destroyed.

SPECIAL RULES

Power of the Herdstone: During the Defender's Magic phase, Beastmen Shamans can summon the power of the herdstone to attack those who would destroy it. As long as at least one Defending Wizard is on the table, alive, not fleeing, and able to cast spells, the herdstone will strike the Attackers with Uranon’s Thunderbolt (see Warhammer rulebook, p. 148), which acts as a bound spell with a power level of 7. The Defending player may nominate the Attacking unit or model targeted by the spell.

Herdstone Defenders: If a unit of Defending Minotaurs is deployed within 8" of the herdstone, the unit and any characters associated with it are Stubborn as long as they remain within 12" of the stone. If the unit moves further than 12" from the herdstone, the Minotaurs lose this advantage and cannot regain it.

Controlling the Herdstone: At the end of the battle, the side with a unit closer to the herdstone controls it. Fleeing units, monsters, and characters cannot control the herdstone. If both armies have units equidistant from the herdstone (round off to the nearest inch), the unit with the higher current points value controls the herdstone (to determine current points value, add up the points of all surviving models plus their equipment, options, and magic items).

Attacking the Herdstone: The Attacking army may also attempt to destroy the Chaos Heart. The herdstone has T8 and 5 Damage Points and may be attacked just as one attacks a building. Beasts of Chaos armies, whether they are the Attackers or Defenders in this scenario, may never deliberately attack or target the herdstone, as it is a sacred object to them.

VICTORY CONDITIONS

Victory conditions for this game are very simple. If the Attackers have destroyed or captured the herdstone, they are victorious (though remember that Attacking Beasts of Chaos armies may only attempt to capture the herdstone). Any other result is a Defender Victory.

Related Articles:
Beasts of Chaos Reference | Chaos Warbands Rules

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