Occasionally the ground collapses above a sewer tunnel creating an entrance to the lower parts of the ruins, tempting many a warband into dangerous adventure. Even more seldom does it rupture, exposing a skaven lair…
Time to put on your exterminator boots!
2’x4’ placed, with ruins of both the Sword and Helm on one corner, and the sewer entrance on the other corner.
The Watcher in the Water:
Whenever a member of any warband comes within 1” of the water edge in the sewer or remains in that vicinity, a tentacle may appear. Roll a D6; on a 5+ a tentacle appears. Roll a D6 and the scatter die. The tentacle will always move towards the closest target. There can never be more than 5 tentacles present at one time.
M WS BS S T I A W LD
4 3 0 3 3 3 1 1 7
Each warrior can only see DOUBLE THEIR INITIATIVE. If carrying a torch (3gc ea.), they can see FOUR times their Initiative. Skaven see TRIPLE their Initiative on their own.
Any model carrying a lantern or torch may be more easily spotted, however – Any model may target them if they have normal line of sight, but suffer a -1 penalty.
Hounds must make a leadership if there is no hero within 6” of them IN THE SEWERS. If they fail, they flee until they recover.
Slippery When Wet:
Due to the slippery and grimy nature of the walkways, any warrior attempting to walk must roll a D6; on a 1, they get knocked down! If they wish to run, they get knocked down on a 1,2 or 3 instead! (Yes, skaven too!).
Should a warrior cross a wooden plank, take an Initiative test. On a fail, the wooden plank is rotten and snaps in half! The warrior is placed in the center of where the plank was in the sludge. Remove the plank. The warrior suffers no damage.
However, should a warrior fall in, a tentacle immediately sprouts next to him! Place a tentacle (if any available) next to the warrior. Combat will take place at the next turn (warrior’s or Watcher’s turn, whichever is next).
Sludge is resolved at half movement; climbing out bears no Initiative test for climbing, but if a warrior exits the sludge, his movement ends. He can still shoot or cast spells, however.
Set up both warbands at least 14” apart in the middle, and no closer than 12” to either entrance.
Ending the Game
The game ends when either one side routes, or the Attacking Warband has his leader within the Skaven Lair and no skaven are present.
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+3 For being inside the Lair at end of game. If a Hero is present inside the lair at end of game, he gets +3 XP. Additionally, should NO SKAVEN BE PRESENT, the attacking warband gets to roll on the following table to see what loot he finds:
ITEMS D6 ROLL REQUIRED TO FIND
5D6 gc Automatic
D6 pieces of wyrdstone 5+
D3 pieces of wyrdstone 4+
Warplock Pistol 4+
Warpstone Medallion 5+
Mordheim Map 4+