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Warhammer Skirmish
Retrieve The Relic

Models Needed

2 Groups of Relic Hunters:
• 200 points of core troops.
• No magic items or Wizards may be taken.
• 1 Hero on foot must be chosen from this points total.

For many long and harsh months the group has searched for the Relic. Bandits and disease have claimed the lives of several members of the group. Morale is low. But a new hope has risen. Rumours of an ancient site in the nearby wilderness have reached the group of hunters. However, rumours spread fast and a rival group is moving to find the ancient ruins as well...

Map - click to enlargeBattlefield

Using a 24" x 24" space, set up an area to represent the ruined naive of an ancient church or holy site with two exits in the centre of the east and west table edges. Place a model or counter in the exact centre of the church to represent the Relic itself.

Objectives

Both players are trying to get to the Relic first and claim it as their own! Whichever side's Hero can escape with the Relic wins the game.

Deployment

Dice off for table edge choice (either northern or southern table edge) and first model placement. Players then alternate placing models within 6" of their table edge. The Hero model must be placed first.

Who Goes First?

The player with the Hero worth the lowest amount of points goes first.

The Spectral Guardian awakes!Special Rules

This scenario uses the special rules detailed below:

Grabbing the Relic
Only a player's Hero may attempt to grab the Relic from its resting place. If one player's Hero dies, the game ends and the other player wins. To grab the Relic, a model must not be engaged in close combat and in base contact with the Relic. But it's not that easy, there are other forces at work...

Spectral Guardian
The Relic is guarded by a magical sentry that will inflict a Strength 4 hit (no Armour save!) against the model in contact with the Relic unless the model passes an immediate Leadership test.

Trapped!
Once the Relic Hunters enter the ruins the massive doors that provided entry slam shut! The Relic Hunters must now find another exit. The player that grabs the Relic first rolls a D6. On a 1-3 a door in the west side opens while a 4-6 opens the door in the east wall. To win, the Hero holding the Relic must exit through which ever door has opened.

Routing
After searching for this Relic for so long, neither side is ready to retreat without a fight. Do not take Rout tests until a player is at 50% of his starting force.

Part of A Larger Battle

Possessing the Relic has a great effect on an army's morale. It can be used as a free magical standard that is given to any Core choice that is allowed a standard bearer. Count it as adding D3 to combat resolution.

Alternately, you could make up your own use for the Relic as befits your army. Just try and keep the magical effects of the Relic sane and balanced! Do this before the game and make sure you both agree to it.

Horizontal Rule

Make Your Own RelicsTerrain Project: You can find an article that shows how to make a series of different relics for use in this scenario, here.

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