Five years later, Johann is ready to exact his vengeance upon the people of this crummy town. After years of study and countless sacrifices to his physical form, he has finally summoned a creature of raw Chaos and forced it to do his bidding. Tonight Johann and his Daemonic servant will begin to reap a bloody swathe of terror the town will not soon forget. |
Using a space of about 36" x 36", set up a spidery network of city streets and buildings; the more terrain the better. Use plenty of buildings, houses, ruins, statues, or trees (for a park area) to blanket the board in scenery.
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The defending player must find and kill the cultist. This is no easy task with a bloodthirsty Daemon running around!
The attacking player has to kill as many of the 10 Watchmen as possible and then get out of the town by leaving any table edge before the night ends.
The game lasts 15 turns.
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Watchman
Divide the table into nine equal 1' squares, kind of like a big noughts and
crosses board. Next, both players take turns placing a single Watchman into
each section. Do this for 6 of the Watchmen. The other four are placed into
the centre square of the table.
Cultist and Daemon
Once all the Watchmen are set up, place the Cultist and Daemon anywhere you
wish.
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The Cultist player strikes first as the Watchmen really have no clue that he is even in town!

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This scenario uses the special rules detailed below:
Watchmen Movement
At the start of each Defender's turn roll a d6. This is how many "aware"
Watchmen you can move 4" in any direction you please. The remainder must
move randomly as they patrol the streets. Roll a Scatter dice and move them
4" in the direction indicated. You will have to use some common sense here.
If you roll the Scatter dice in the direction of a wall, it would make sense
to roll again as the Watchman is not just going to walk through the wall!
Lanterns and Spotting Strange Things in the Night
Each Watchman has a lantern that illuminates a 4" area around the model.
A Daemon, body, or Cultist is considered spotted if they come within the ring
of a Watchman's light.
Calling For Help
If at any point in either player's turn a Daemon, a body, or the Cultist comes
within the light of a lantern, the Watchman will spot the object and call for
help.
If this happens during the attacking player's turn, all Watchmen within 12 " of the spotter will automatically move as the defender wishes (they may run or charge as you please) during HIS own next Movement phase. The defender may still roll a D6 to see how many "aware" Watchmen move in addition to the models within 12" of the spotter.
If this happens during the defender's turn all Watchmen within 12" of the spotter that have not moved yet will automatically move as the defender wishes (they may run or charge as you please) and the spotter himself may charge the Daemon. These Watchmen do not count towards the previously rolled d6 amount of "aware" Watchmen.
These effects last for one defender Movement phase only. You have to continually spot your prey in order to track it and kill it. So simply spotting the creature once is not enough, keep at it!
Terror in the Dark
The exception to the Calling For Help rules is if the Daemon begins its
movement from outside a ring of lantern light and charges a Watchman. The single
Watchman is taken unawares in the dark and may not call for help unless he either
survives the attack or is only stunned. He will then call for help and the above
rules will be in effect. When the Daemon attacks in this manner, go straight
to a Wounding roll. There is no need to hit.
The
Cultist
As a lowly Cultist digging into matters better left unknown, he is shrivelled
and no match for anyone in close combat. His energies are spent trying to keep
his unleashed magics in check and making sure he himself is well hidden. If
the Cultist is spotted and charged, he will be overwhelmed and captured instantly.
So there is no need for a full stat line. All that is necessary is a Movement
value, which is 4.
Daemon Instability
The Cultist must stay within 18" of his Daemons or else they will simply
disappear from play. Check for this at the end of the attacking player's turn.
Note: The Cultist player may never check this "safe" range except
at end of the turn. He must make his best guess when moving the models, and
not let them get too far away.
The Daemons
The summoned Daemons are not as powerful as full fledged Daemons aligned to
one of the greater powers, but they are still deadly none the less. Their strength
lies in stealth and their attacks ignore saving throws.
Daemon
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Daemon |
6 |
4 |
0 |
4 |
3 |
2 |
5 |
2 |
10 |
Dead Watchmen
Each Watchman that is killed must be left on the board. The Daemons work with
speed and have no time to dispose of the bodies.
Summoning more Daemons
Each Cultist Magic phase you can attempt to summon another Daemon. To do so
roll a D6 and add +1 for each Watchman killed thus far. If the total is 7 or
higher, place another Daemon anywhere within 6" of the Cultist. Once you
successfully summon a Daemon, the +1 bonus to the Summoning roll for each previously
slain Watchman is lost, and a new tally begins.
Rout Test
Ignore the routing rules for this game; both sides will fight to the death if
need be.
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Changing the forces could be tricky, but not impossible. Perhaps a Dark Elf has raised an assassin creature and sneaks into a High Elf coastal town to test it out. Just use your imagination and keep the basic structure of the scenario intact and you can't go too far wrong!

This scenario works well when both players swap sides at the end of the game, play again, and compare results. See if you can kill more Watchmen than your friend in less turns!
Here are some ways you can continue this small game and have it effect a much larger battle:
Defenders win
The attacking player must take a level away from one of his wizards. This can
mean that the player is left with a level "zero" wizard... which is
almost useless!
Attackers win
The defending player must set up his army first and is at the mercy of his opponent
when it comes to who goes first or second! This is to represent the unsettling
nature of the attacks and the effect it has had on the town's readiness.


ohann
Gruber was sick of being picked on by the townsfolk. Years and years of
abuse had been heaped upon him, leading to a life of misery and loneliness.
Finally something snapped in Johann's mind and a soft whisper in his head
told him of great power that could be his...