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Clawleader Retch looked back and forth nervously to the darkened woods on his left and the high cliff face on his right. His Warpstone retrieval party had been incredibly successful in their hunt for the precious mineral. They were bringing back one of the largest lodes of raw Warpstone to the coffers of Clan Grottlespew in recent memory. He had already lost a dozen of his more-worthless slaves to the mutating effects of Warpstone exposure due to the size of their find and had been forced to camp for the night lest they lose too many more to transport the Warpstone at all. Unfortunately, their quest had taken them far out of their own territory and into the lands claimed by the furless weaklings of Clan Deathrattle. If that clan discovered that his Skaven were raiding the Warpstone fall on its territory, the clan was sure to be less than pleased about the matter. Well, that was their own fault for not looking after the matters of their own backyard.
Gutter Runner Swift-kill twitched his tail in frustration. Those
vile Grottlespew lackeys had taken the Warpstone fall from their
territory! If he and his Night Runners could capture their leader
and recover the Warpstone they would be praised by Warlord Cutspittle
and the Horned Rat alike. It might even inspire the Warlord to eliminate
the nearby rivals once and for all.
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An 18x36 area is ideal for this type of game. The Defenders have camped on the northern edge of the table and the Attackers enter from the south. The Warpstone lode is placed in the center of the battlefield in front of the cliffs on the Defender's edge of the table. Three clumps of trees should be placed along the Attacker's edge of the table as indicated by the map.
There are six Warpstone tokens in the Defender's find. The objective for the Attackers is to escape off of the east or west table edge with three or more Warpstone tokens without turning into gibbering mutants, and/or capture and escape with Clawleader Retch for interrogation. At the finish of the turn that they accomplish either objective, the game will end and the Attackers will win. The objective for the Defenders is to protect the Warpstone at all costs for at least 10 turns. If after 10 turns the Night Runners haven't claimed victory, they will fall back to reevaluate their strategy and the Defenders will win.
The Defenders of Clan Grottlespew must be deployed anywhere 4" to 8" from the Warpstone pile. Any closer and the mutating properties of the Warpstone might mutate them into a raging Chaos Spawn while they camp. The attacking Night Runners of Clan Deathrattle are deployed anywhere within the forest scenery on their side of the table.
The Night Runners go first as they are using their stealth to creep up on the Warpstone thieves. |
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This scenario uses the special rules detailed below: Get the Warpstone! The Grottlespew cache of Warpstone is particularly deadly as it was taken from a fresh fall and therefore its mutating properties are even more toxic and dangerous than normal. To capture a Warpstone token, a Skaven model must simply touch the token and announce that they are picking it up during their Movement phase. While carrying a Warpstone token, the Defender's effective Weapon Skill is 1, their movement is reduced by 1", and they will drop the Warpstone on the spot if they are stunned or go out of action during combat. At the end of every player turn after a model has picked up a piece of Warpstone, starting with the first, roll 3D6 each for the Warpstone carrier and any models touching it. On a roll of a 13, that model is transformed by the Warpstone into a gibbering mess of flesh, bone, fur, and goo from the hideous radiation of the foul rock and is removed from the game. A model may only carry one piece of Warpstone at a time. The Clawleader. Clawleader Retch is tough and experienced and is more than a bit hard to handle for an average Skaven. If the Clawleader is taken out of action it will take at least two Clan Deathrattle Skaven to carry him off the board for interrogation. Simply move the Clawleader model along with the capturing models to represent his being carried off the board. If either of the models carrying him is taken out of action, then he cannot be moved again until at least two Deathrattle Skaven are in contact to carry him. |
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