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The US Studio wrote this scenario so you can still play Warhammer
while youre in the midst of painting up your new Beastmen
force. It uses the Warhammer Skirmish rules which can be found here.
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1 Beastlord
1 Minotaur
5 Bestigor
8 Gor |
1 Warrior Priest
1 Knight of any Order
9 Free Company Fighters
7 Archers |
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Horned devils from the dark forests that surround an Empire
village have been plaguing the people with numerous assaults. After
many tense months and mounting numbers of missing townsfolk, the
village elder sent a messenger to the Temple of Sigmar in Altdorf
to beg for help.
Weeks later, during the early hours of the morning, the canter
of horses was heard outside the elder's manse. Shouting up to the
window, a Warrior Priest bellowed his arrival and announced that
he and his troops would not return until the abominations of Chaos
had been cleansed from the forest and their unholy works were cast
down!
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A table or area of 24" x 24" is ideal. Standing
in the exact centre of the table is the Herdstone. All of
the edges of the playing field are strewn with impassable
hills and large boulders except for an 12" area in the
centre of the southern edge. Players may place trees, undergrowth
and other suitable foliage along all four board edges. On
the northern edge of the table there should be a cave amidst
the boulder as depicted on the map.

The Empire player must destroy the Beastmen's Herdstone (see
special rules)! Once the Herdstone is destroyed, the Warrior
Priest and any surviving soldiers must make it back off of
the same table edge they entered on.
The Beastmen have a much simpler goal: Kill the Warrior Priest
and all of his men before they smash their idol of unholy
worship! If the Herdstone is destroyed and all of the Empire
forces are destroyed before they make it off of the table,
the game is a draw.

The Empire player places his band of righteous warriors along
the southern table edge at the entrance to the herdstone's
glade. The Beastman player places all of his models, except
for the Minotaur, 2" apart along the northern edge of
the playing area.

The Empire player storms onto the field to get the first
turn.
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This scenario uses the special rules detailed below:
To destroy this mighty artifact of ancient evil, the Warrior
Priest must engage the Herdstone in hand-to-hand combat by
charging it in his movement phase. The Warrior Priest wields
a holy warhammer imbued with the righteous power of Sigmar.
This enchanted weapon can reduce an unholy altar like the
Herdstone into mere piles of rubble with a few powerful blows.
The first turn the Warrior Priest is in combat with the Herdstone
he may not strike any blows as he draws upon the power of
Sigmar to imbue his hammer with holy might. On the following
turn, the Warrior Priest may begin his holy task as the power
of the dark gods wilts in the face of his righteous anger.
The Warrior Priest will automatically hit the herdstone with
no roll required. He may only make one attack against it per
turn and if he rolls a 6 on a D6, the Herdstone is destroyed.
During each successive turn that the Warrior Priest attacks
the Herdstone, it becomes easier to annihilate as the power
of Chaos deserts its rocky form. On his second attack, the
Herdstone is destroyed on a 5+. On the third it is destroyed
on a 4+ and so on.
If
the Warrior Priest is attacked while trying to destroy the
Herdstone, he may choose to defend himself rather than destroying
the evil icon. If he does this he may use his full complement
of attacks and abilities to destroy any minions of evil who
would dare interrupt his holy mission. He may then pick up
where he left off destroying the Herdstone in following turns
and he may defend himself and continue the destruction of
the Herdstone in this back and forth manner as often as he
wishes. He cannot defend himself and attempt to destroy the
Herdstone in the same turn .
Waking the Minotaur
Each turn after the first there is a very good chance that
the screams and noise of combat will awaken the Beastmen's
bloodthirsty ally which resides within the cave. The Minotaur
will enter the fray from the mouth of the cave with a deafening
bellow on a 6 on a d6 roll at the start of the second turn.
He will come charging out of the cave on a 5+ on the third
turn, a 4+ on the fourth and so on. The Minotaur will charge
the Empire model closest to the mouth of the cave when he
appears.
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This scenario can also be played with a variety of other
armies by substituting Wood Elves, Bretonnians and High Elves
as the attackers and Chaos Marauders, Daemons, Chaos Warriors
or Dark Elves as the defenders. All that's necessary is to
change the terminology and heroes to fit the armies involved.
Other ideas for similar scenarios include:
- Dark Elf Shades destroying a Lizardmen Spawning Pool with
a Kroxigor guardian.
- Dwarf Rangers, Miners, or Ironbreakers invading a Skaven
Breeding Pit to eliminate the Brood Mother.
- Orc Boarboyz and Warriors attacking a piece of Chaos Dwarf
machinery in the midst of a fort.
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This scenario can be used as the precursor to a full-scale
Warhammer battle. If the Beastmen successfully defend their
herdstone from the Empire attack, they may utilize a magical
banner of 50 points or less in one of their regiments in the
ensuing battle as they make an example of the Warrior Priest
who dared to attack them.
If the Empire is victorious in their mission, all Bestigor
and Minotaur regiments in the Beastman army cost an additional
25% in the next battle as their morale is broken from the
loss of their holy icon.
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