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GUN BLOSSOM OVERVIEW Word has reached the Guild of Engineers that a powerful earthquake in the Underway uncovered the long-lost laboratory of a legendary Master Engineer, Aldrik Welwork. Speed is of the essence, as there is likely no end to the number of valuable devices that could be recovered. At the least, the lab must be kept out of the hands of the enemies of the Dwarfs. Foremost on the list of inventions that are rumoured to be in this lab is Aldrik's masterpiece, the Gun Blossom. No one know exactly what it does, if it was ever finished, or if it even really exists, but securing it is of the highest priority. Make haste; an army of Goblins moves toward the Dwarfen discovery at this very moment.
ARMIES Play this scenario with two armies of even strength, with 2,000 points being a good size for the amount of room on the battlefield. Having said that, you can play this scenario with armies of any size (although you might need to change the dimensions of the battlefield). In addition to the armies, both sides are encouraged to bring mad inventions. Try to work with your opponent so that no invention is too overpowering and that both sides have devices of equivalent power. If you (or a third party) has assigned points to your mad inventions, use a maximum of 1,000 points worth of devices (based upon a 2,000-point game). BATTLEFIELD This battle takes place in the vast laboratory and testing area of Master Engineer Aldrik Welwork. An 8'x 4' table based in underground colours would represent this battlefield best. As this laboratory is located in the derelict Dwarf Underway, feel free to add fallen rock piles, stalagmites, and chasms to the board. The destroyed remnants of machinery, tables, and tools also litter the large hall. DEPLOYMENT Players deploy their forces just as they would for a Pitched Battle (p. 199 of the Warhammer rulebook), with one exception. Inventions deploy last after both players have fielded all of their units, war machines, and Characters. In the very centre of the table, place a model or a marker to represent the Gun Blossom mad invention (see below). WHO GOES FIRST? Both players roll a D6. The player with the highest roll may choose to go first or second (reroll ties).
LENGTH OF GAME This game lasts 6 turns. SPECIAL RULES Gun Blossom. Before he abandoned his laboratory, Aldrik activated his deadly invention, the Gun Blossom. The purpose of this prototype was to guard Dwarf tunnels without having to waste valuable manpower to do so. The Gun Blossom is an automatic weapon that has dozens of guns and cannons of all shapes and sizes. These guns will aim and fire at anything and everything that comes too close to the device. As soon as a unit moves within 12" of Gun Blossom, the automatic weapon will aim and fire at the unit. Even units that pass through but do not stop in the Gun Blossoms's zone of fire will take D6 S4 and D6 S6 hits. If a unit within 12" of Gun Blossom subsequently moves, the weapon fires again before the unit's movement takes place. The Gun Blossom can be turned off on a D6 roll of 4+ by any unit that ends its turn in base-to-base contact with the deadly machine. A unit can drag the disabled device back to their side of the table at normal Movement speed, but it cannot March Move. The Gun Blossom will be left behind if the unit Flees for any reason. VICTORY CONDITIONS Victory Points are awarded as normal, with the following additions.
- Article by Ken Kennedy |