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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 rumored 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.
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).
This battle takes place in the vast laboratory and testing area
of Master Engineer Aldrik Welwork. An 8'x 4' table based in underground
colors 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.
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 center of the table, place a model or a marker to
represent the Gun Blossom mad invention (see below).
Both players roll a D6. The player with the highest roll may
choose to go first or second (reroll ties).
This game lasts 6 turns.
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 Points are awarded as normal, with the following additions.
| Deactivating
Gun Blossom: |
+100 Victory Points. |
| Capture
Gun Blossom: |
+200 Victory Points if the
device ends the game on your half of the table in the possession
of one of your units. |
- Article by Ken Kennedy
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