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SCENARIO 3 SURPRISE VISITOR

OVERVIEW Two thousand years have passed since King Baragor took the Slayer oath and shortly thereafter took a scale from the great dragon Skaladrak. The beast fled after such a grievous wound, and the newly christened Ungrim returned to Karak Kadrin to turn it into the Slayer Keep. The tragic death of his daughter spawned generations of Slayer Kings and those brave Dwarfs who followed them. Now, Dwarf caravans and patrols around Karak Kadrin have begun disappearing. Lone Dragonslayers have found signs that a dragon is on the prowl in the mountain passes around the Hold. Consulting the Book of Grudges, the Dwarfs soon discover

that there is only one dragon powerful enough to accomplish these attacks. Skaladrak has returned. What the Dwarfs don't realize is that Skaladrak has already tired of dining on small groups. Instead, he has found a mining shaft high in the mountains that connects to Karak Kadrin. This mine is too high up for any army to attack, so the Dwarfs have left it relatively unguarded. Skaladrak has exploited this weakness, and he is now stalking the dark caverns on his way to the Hold.

ARMIES: - DEFENDERS 1,000 points of Dwarfs BATTLEFIELD In concept, this scenario takes place on three duplicate 4'x 4' tables (or one 12' x 4' table). However, all you have to set up is one 4' x 4' table with an 18"-wide corridor running its length and simply "carry" the battle across the table three times. This corridor represents the mine shaft leading towards Karak Kadrin. To set it up, place as much rocky terrain as you can along the sides of the board, or simply mark off the corridor with tape or string (or you can go crazy and build a cave board). The rocky walls are impassable terrain, of course. - ATTACKERS 1 High Elf Dragon (320 points)

DEPLOYMENT The Attacker deploys Skaladrak anywhere within the 8" x 18" Attacker Deployment Zone at the start of each new table section (three times in total).

The Dwarfs' deployment is a bit more complicated. Divide the Dwarf force into three groups of roughly equal points cost (~ 333 points each). Deploy one of these groups at the start of each new table section so that you use all three groups by the end of the scenario. WHO GOES FIRST? The Attacker goes first for each new table section. SPECIAL RULES Low Ceiling. Flying creatures (and flying war machines) cannot fly underground due to the cramped conditions. They must crawl about like some terrestrial beast. This special rule applies to Skaladrak, too. Rough Going. Unlike the main entrance to Karak Kadrin, the mine shaft is roughly hewn and not suitable for wheeled transit of any kind. War machines and Chariots may not be used in this scenario. LENGTH OF GAME The game lasts until one side achieves victory. VICTORY CONDITIONS Skaladrak wins if he manages to cross all three table sections alive (he exits from the table edge opposite from the one where he deploys). If the dragon accomplishes this victory, it is assumed that he breaks into the Hold and feasts upon the Dwarfs and their kin, only leaving when he's had his fill. The Dwarfs win if they manage to stop Skaladrak from entering Karak Kadrin by reducing the beast to 0 Wounds. If the Dwarfs accomplish this victory, it is assumed that Skaladrak flees the mine shaft to recover from such a vicious defense.

SCENARIO 4 FOR BARAGOR!

OVERVIEW The return of the dragon Skaladrak to Karak Kadrin cost the Dwarfs many, many lives. What's more, the Dwarfs' long memory reminded them of this creature's past predations and the woe it had caused their long-dead King Baragor. Altogether, the disaster rekindled the fury of the Dwarfs to a level unseen since the War of the Beard. Slayer and Dwarf Warrior alike banded together to form a massive army of Karak Kadrin. Days ago, they marched from the Hold behind one of the descendants of Ungrim. Dragonslayers had tracked Skaladrak back to his lair, and the army was approaching the site of the cruel beast now. At least, they were before they ran into a foreign army. Unbeknownst to the Dwarfs, another race in the Warhammer world also knew about Skaladrak and his lair. However, these fiends hadn't bothered to exterminate the dragon while he focused his merciless appetites on Karak Kadrin. Indeed, this race had sat back and watched the carnage for millennia. Now, however, Skaladrak was in danger of Dwarf attack, and they would not stand by and lose their favorite terrorinflicting beast.

ARMIES: 2,500 points (or another agreed-upon amount). BATTLEFIELD This scenario takes place on a 4 x 8 table set up to depict a mountain meadow or clearing. Scatter a few trees or rock clusters across the table, but keep them relatively sparse. See the map below to get an idea of the general layout. Make sure you set up the terrain in a manner that is agreeable to both players.

DEPLOYMENT Deploy your Skaladrak model in the dead center of the table. Then, the Attacker deploys his forces in their entirety, followed by the Dwarf player. WHO GOES FIRST? The Dwarfs go first. SPECIAL RULES Skaladrak. The dragon has long-since developed a taste for Dwarfs above all other prey, and today is no different. Though Skaladrak normally sides with no Warhammer race, in this scenario, he is under the command of the Attackers. The Dwarfs will pay for attacking Skaladrak! Like before, use the profile for a High Elf Dragon, and do not count him against the Attacker's army points (he's free to the Attacker). Note that Skaladrak is wounded/full from the last scenario and is too weak to fly for this scenario. He can still crawl across the ground as normal, though Skaladrak may not leave the board during this scenario due to his temporary incapacitation. LENGTH OF GAME The game lasts for 8 turns, unless either side achieves victory first. VICTORY CONDITIONS The Dwarfs win if they manage to reduce Skaladrak to 0 Wounds, at which point he flies away, never to return to the Worlds Edge Mountains. The Attackers win if they manage to protect Skaladrak until the end of the game, or if they manage to wipe out the Dwarf army. Under this outcome, Skaladrak will have the time he needs to find a new lair and recover his strength to strike again in a few centuries.

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