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Set up a playing area of about 24" x 24". The entire area is the interior of a cave, and the Hydras' nest is 2" from one of the walls. In the centre of the opposite wall, there is a 8" opening where the hunters enter.
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The first player to carry two Hatchlings off the table wins.
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The Hydras begin in their nest of piled rocks and bones.
The Hunters set up in the cave opening farthest from the nest. For a multi-player game, the Hydra nest will be in the centre of the cave, and there will be multiple entrances on each of the cave walls.
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Those who dare to hunt the Hatchlings get the first turn.
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This scenario uses the special rules detailed below:
Mother Hydra
The mother Hydra moves D3" in a random direction until it has line of sight
to an enemy model, when it will charge directly to protect its brood.
Hydra Hatchlings
The profile for Hydra Hatchling is as follows:
Hydra Hatchlings
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Hydra Hatchlings |
4 |
3 |
0 |
3 |
4 |
3 |
1 |
3 |
5 |
Breathe Fire
Young Hydras breathe fire much like their larger counterparts, but needless
to say, not with as much ensuing destruction. In the Shooting phase, a Hydra
hatchling may turn in any direction and breathe fire at a single model up to
5". This shot automatically hits and causes an S3 hit.
Pick up Chicks
Any hunter can carry a Hydra hatchling after it has been knocked down, however,
the hunter's movement is reduced to half. When a hatchling is Out of
Action, it counts as down. Once a hatchling is knocked down, it may not
get back up for the remainder of the game. Keep it on its side until a Dark
Elf comes to claim it to carry it off the table.
Poison
The Beastmaster and his apprentices use a special poison when hunting beasts
for their collections. When a Beastmaster wounds a Hydra hatchling, the hatchling
must pass a Toughness test. Non-Dark Elf players may nominate ONE model to have
this ability.
Scaly Skin
Hatchlings have scaly skin which gives them a 5+ Armour save.
Young and Wild
To move a hatchling, it must pass a Leadership test AND have line of sight of
an enemy model.
- If it passes, it will move 4" towards the nearest enemy model it has line of sight to, regardless of which way it is currently facing.
- If it fails, or does not have line of sight of an enemy model, the Hydra must move D6" in a random direction.
- If a model ends up in base to base contact with an enemy model due to its movement, it counts as charging for that turn.
Beastmaster
Beastmasters and Apprentice Beastmasters are so use to battling Hydras that
they can often see an attack before it is coming (regardless of which head is
striking). When in combat against Hydras and Hydra hatchlings, Beastmasters
have a 4+ Ward save as they dodge the incoming hit and any breath attacks. They
are also immune to the Terror caused by Hydras. Non-Dark Elf players may nominate
ONE model to have these abilities.
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While
only Dark Elves regularly make use of the dreaded trained Hydras for battle,
there are many desperate adventurers that can sell off such a valuable item.
Imagine a party of greedy Dwarfs trying to barter the Hatchlings for gems or
perhaps some Dogs of War mercenaries trying to gather enough money to buy their
way back home.
Here are some ways you can continue this small game and have it affect a much larger battle:
Dark Elf winner may add a free Hydra to their army!
Non-Dark Elf winner may add a free unit (up to 200 points) to their army. This
represents the sudden influx of wealth from selling the highly coveted hatchlings.
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Warhammer Skirmish - Hunt The Hatchling: [Download PDF - 64 Kb]
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ydras
have long been trained for battle by Dark Elf Beastmasters and the best
way to bend these titanic monsters to one's will is to begin training
them while they are still very young. It is that time of the year when
the hatchlings are at the right age to be taken from their mother. The
only problem is that their mother doesn't quite agree!