SCENARIO
SPECIAL RULES:
written by Chris Lackner and
Nikolai Ruskin, 11/2008
Two Cults for Traubensaft Tag
It is almost time for Traubensaft Tag (grape juice day) -
an annual celebration of wine. Bogenhafen's Merchant Guilds
will likely earn a great deal of money during the festivities...
but these aren't the most prosperous of times.
The Steinhager family has paid The Cult of the Horned Rat
(a group humans in league with the Skaven) to sabotage the
Haagen winery.... and the Haagen family has paid The Black
Meadow (a chaos cabal) to sabotage the Steinhager winery.
Unfortunately for the citizens of Bogenhafen - The Black Meadow
has little experience with controlling Daemon summoning, and
The Cult of the Horned Rat is just a pawn in the Skaven's
game.
A Skaven army from Reikwald Forest attacks the Haagen winery...
just as a summoned Daemon host causes destruction at the Steinhager
winery. The two unleashed forces combine and threaten to destroy
the town. Bogenhafen's troops must defeat the invaders. Luckily,
a High Elf army has come to participate in the Traubensaft
parade.
ARMY SELECTION:
2500 pt armies. The Empire army must include at least 5 units
of Militia, which may be detachments or independent units.
See “Two Cults” below for further details.
SPECIAL RULES:
The celebration is commencing in three days and the anticipation
of the festivities has impacted the coherency of some soldiers
defending the town.
WINE VATS
Any Empire or High Elf unit/model that ends its movement within
6” of a wine vat must pass a Ld test or drink some wine
and may do nothing else for the remainder of the turn.
Roll a D6:
1-2 Unit becomes Stupid for the remainder of the game.
2-3. Unit becomes Immune to Psychology for the remainder of
the game.
4-6. The unit becomes Stubborn for the remainder of the game.
POISONED WINE
Any Skaven or Nurgle unit/model that ends its movement phase
in contact with a full wine vat can decide to poison the wine
and do nothing else for the remainder of the turn. Mark the
Vat with a Poison token. All models in a unit that drink from
this vat must pass a T test or lose 1 wound with no armour
save... but still get to roll their D6 as normal.
”BURN, BURN, BURN!!”
Burning the Town: Destroyed + 100VP Scorched (below ½
W)= + 50vp
Forest: T 6 W 10
Vineyard: T 4 W = # of vines in vineyard (average of 4-6)
Orchard: T 4 W = # of trees in each orchard (8 each)
Building: T 6 W 10
Any fire based attack can be targeted against terrain features
designated as flammable.
Any flame based spells that target units in flammable terrain,
also risk setting a blaze.
Each hit scored by a fire based attack will set a blaze on
a 5+.
Every turn a terrain feature is aflame it and any unit in
contact take D6 S3 hits during the Shooting Phase.
TORCHES are carried in to battle by Skaven Clanrats, Stormvermin,
Gutter Runners, Night Runners, and Pack Masters, and skaven
characters who may throw them at flammable terrain within
1” (no LOS required). A unit throwing torches may ignite
flammable terrain on the roll of a 5+.
WARPFIRE FUEL POTS
Any Skaven unit champion or character may be equipped with
WARPFIRE FULE POTS for an additional 10 points per pot. These
count as an enchanted item, and count toward the normal allotment
of magic items, with champions allowed a maximum of two pots.
A model equipped with warpfire fuel pots may use them like
a thrown weapon with a range of 8”, using the scatter
and artillery dice to see where the pot lands, using the small
template. Any models touched by the template take a S4 hit.
WARPFIRE FUELPOT MISFIRE TABLE: LG TEMP
1-2: SELF lg temp on model –unit takes panic
3-4: fumbles 2D6 plus scatter die, use lg template
5-6: HITS TARGET with lg template. Causes double dmg. on terrain
Such is the intense flame generated by these weapons that
ANY flammable terrain feature hit by one will be set aflame
on a 2+.
“VINEYARDS BLIGHT AND VINEYARDS ROT!”
Any Nurgle unit/model that ends its movement phase IN CONTACT
WITH a vineyard, orchard or field will cause it to rot. Each
turn spent in contact causes the rotting terrain to blacken
and fester, causing D6 S3 hits to the terrain feature at the
end of each Nurgle magic Phase.
In addition, roll a D6:
In addition, roll a D6:
1-2: One nurgling base is generated within the terrain feature,
which must remain in the terrain until it has completely rotted,
at which point a unit is formed from the newly created nurgling
bases.
3-4: Any non Nurgle unit within 1” of the terrain must
pass a T test (using the lowest T in the unit) or it takes
D6 S3 hits with no armour save.
5-6: Any non Nurgle unit within 8” of the terrain must
pass a T test (using the lowest T in the unit) or it takes
D6 S3 hits with no armour save.
TWO CULTS
The Skaven and Daemon player each secretly designate one
unit of militia to be their cult, and separately choose the
turn in which the traitors will strike. This information MUST
NOT BE REVEALED TO ANY OTHER PLAYER, INCLUDING THEIR ALLY.
At the Start of the designated Daemon & Skaven turn, they
must reveal their minions, who then come under the control
of the Daemon / Skaven player. As the cults are in opposition,
once both are revealed, they must charge the other cult unit
if they are able the start of ANY subsequent turn, friend
or foe (as per the rules for frenzy).
VICTORY POINTS:
Evil armies:
Each Vineyard of Orchard below ½ wounds = 1 VP
Each Poisoned Wine Vat= 1VP
Empire Army:
Each Vineyard of Orchard above ½ wounds = 1 VP
Each Wine Vat Saved = 1VP
There were 9 vineyards, 2 Orchards, and 9 Wine Vats on the
table, plus a bonus point for destroying or protecting the
prized vine (growing on the wall of the Villa T=4 W=1).