Water Rights

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Monsters! • Any Warhammer Army

WATER RIGHTS
The tombs of Khemri have many treasures to lure all races to that haunted land. Gold, precious stones and
magic items can be found there by the bold. In Khemri, water can be more valuable than all of these, as the
baking sun can cook a body in little time. The few scattered watering holes are seldom unguarded.
the baking heat of the desert and you need to remove the
MODELS NEEDED: model as a casualty.
Once a model moves in contact with the oasis the effects of
Defending Forces: the Dying of Thirst special rule are ignored.
• 4 Giant Scorpions
Attacking Forces: Rout Tests - The Attackers are desperate for the cool water
of the oasis and will automatically pass any Rout Test they
• Up to 200 points of troops,
including up to one Hero and up to one Champion are forced to take. The Scorpions will not rout either.

BATTLEFIELD
This scenario requires a space of about 24” x 24”. The main
feature for this battlefield is an oasis which is placed in the
center of the table. The oasis should be no larger than
8” x 8”. Small groups of palm trees and rock clusters can
then be placed about the board.
OBJECTIVES
The Attackers are traveling at night and need to reach the
oasis before the sun comes up or they die of thirst. The
Scorpions are well-used to stalking prey lured in by the life-
sustaining oasis.
If at the end of the game there are 25% or more of the
starting number of Attackers’ models remaining, then the
Attacker wins. If there are fewer than 25% of the Attacker’s
remaining, the Defender wins and the feasting can begin.
The Attackers need to get to the oasis and drink, and they
need to do it before the scorching sun rises. Therefore, the
game ends after eight turns, at sunrise.
DEPLOYMENT
The Attackers start on the northern table edge, up to 6” in.
The Giant Scorpions are then placed around the southern
edge of the oasis, touching it where possible.
USING ALT E R NATE FORCES
WHO GOES FIRST? The Giant Scorpions are the most characterful choice of
The Attackers go first. guardians for the oasis, but you could also use a number of
other desert alternatives. Try the battle by replacing the 4
SPECIAL RULES Giant Scorpions with equal points worth of Scorpion
This scenario uses the special rules detailed below: Swarms or Skeletons. You could even use a monster like
Giant Scorpions - These enormous monsters are usually Cockatrice, Manticore or small Dragon - just remember to
found lurking in the cool sand below the surface, often adjust the points of the Attacking forces accordingly.
near an isolated desert oasis.
M WS BS S T W I A Ld PART OF A LARGER BAT T L E
Giant Scorpion 6 4 0 4 4 3 5 3
If the Attackers win, they can send a signal to their larger
7
army who can resupply and continue on. This can be
Giant Scorpions have the following special rules: Cause represented on the tabletop by allowing the entire army to
Fear; Poisoned Attacks; Chitinous Hide (4+ armor save). move D6” forward after deployment, showing their
Dying of Thirst - The Attacking forces have been stumbling renewed vigor.
through the desert for many days now and are all on the If the Defenders win then the larger attacking army is
verge of dying of thirst. The Attacker’s force may not march forced to slow down, as thirst and heat are terribly
move, and at the start of each of the Attacker’s turns draining. This can be represented on the tabletop by
(starting with the first) you must roll a D6 for each model restricting the march movements of the army, each unit
in the force. On a roll of a 1 the model has succumbed to must roll a 3+ before they can march move.

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